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COMPUTER MODULE OWNER’S GUIDE 


Illustrations: © Matte! Eectrones, Inc 1983. Hawthorne, CA 90250. 
IN HONG KONG. All Rights Reserved. 
4487-6002 


TABLE OF CONTEN 


Introduction 
wl APPENDIX A 
Dictionary of 
CHAPTER 4 Basic Terms 
Setting Up Al 
Your System APPENDIX B 
oe Saving & Loading 
Programs 
CHAPTER 2 aD) 
The Main Menu 
5 APPENDIX C 
Memory, Errors 
& Glossary 
CHAPTER 3 +83 
Keyboard Controls 
wih? APPENDIX D 
Maintenance 
CHAPTER 4 ol 
Writing Programs 
ae) Warranty 
93 


CHAPTER 5 
Color, Motion 
& Sound 
+35 


——— 


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You have just made a purchase that will turn 

your Intellivision® or Intellivision® I Master 
Component into a Family Entertainment Computer 
System! ‘“‘What’s a Family Entertainment Computer 
System?”’ you ask. Quite simply, it’s a whole new 
world of fun, music, learning and computer power. 


You can still play great Intellivision games on your 
Family Entertainment Computer System — old 
favorites as well as new Super Games. But now 
you can do more. You can run children’s learning 
cartridges, music cartridges and special computer 
software cartridges — all designed to let you 
interact with your Intellivision® in brand new 
ways. (For example, you can use BASIC pro- 
gramming commands to change the game play in 
computer software cartridges (sold separately). 


You can play your Intellivision® Music Synthesizer 


(sold separately) when it is plugged into your 
Computer Adaptor. In fact, you can play musical 


2 | 


notes right on your Computer Keyboard, instead of 
typing characters...just as a little plus! 


You can even create your own computer programs, 
using the simplified Intellivision BASIC language 
that’s built right into your Computer Adaptor. You 
can write programs that will help you with your 
home or business management, Or, on the lighter 
side, you can create programs for your own video 
games! Intellivision BASIC offers you special 
graphic tools that let you extract moving objects 
(tanks, robots, baseball players, airplanes, that 
sort of thing) from Intellivision cartridges you 
already own...then use them to make up your own 
games. 


Intellivision BASIC is not a difficult language to 
learn. It takes a little attention and a little time on 
your part, to get familiar with some new concepts. 
After that, the key is practice. As with any 
language, BASIC is sometimes easier for children to 


learn than it is for adults, so don’t be afraid to 
introduce the kids to the Computer Module. 
Children under 12 may need a little extra 
assistance from you — the written instructions are 
geared for bigger people. But overall, the only 
problem you may have with the kids and the 
computer is prying the two apart. 


If you are completely new to BASIC programming, 
you will want to send for your free copy of the 
book, Step-By-Step Guide To Home Computing. Just 
indicate on your purchase registration card that 
you want this book, by checking the appropriate 
box. Then send in your purchase registration card. 
Don’t forget your name and address, and allow 6 
to 8 weeks for delivery. 


The Step-By-Step Guide To Home Computing book 
will introduce you to the most fundamental 
concepts of computer programming and show you 
exactly how to use them to build your own 


INTRO 


computer programs. 


In the Owner's Guide that you are reading now, 
you will find hook-up instructions, information on 
the keyboard controls and how they work, a quick 
preview of computer programming for beginners 
(including a program you can enter and run), a 
detailed look at how you can use the special 
graphics and sound tools, and a slightly technical 
description of all the commands and ‘‘keywords” 
that are used in Intellivision BASIC. This descrip- 
tion is primarily for people who are already 
familiar with the BASIC language, and want to 
know specifics about Intellivision BASIC. Once you 
become familiar with programming, you will also 
find it a quick and helpful reference. 


When all is'said and done, the key to using your 
Intellivision Computer Module lies in remembering 
that it is just a machine. In the end, like any 
machine, it can only do what YOU make it do. 


OUR COMPUT 


HINGED COVER 


CARTRIDGE PORT 


a (NOT SHOWN) 


BALANCE CONTROL, 

TO BALANSE THE SOUND FFOM 
THE MASTER COMPONENT & 
COMFUTER MODULE: 


JACKS 
FOR HOOK-UP OF AUDIO. 


CASSETTE TAPE RECORDER* 


CONNECTING JACKS 
FOR GOMPUTER KEYBOARD, 


i 
NUSIC SYNTHESIZER’ OR TWO. POWER JACK AUX JACK 
MI , ADDITICNAL HAND FOR TRANSFORMER — FOF HOOK-UP *SOLD 
COMPUTER / f CONTROLLERS* FOWER CABLE OF PRINTER* SEPARATELY. 


CONNECTING CABLE 
(PLUGS INTO FRONT OF 
COMPUTER ADAPTOR) 


>902299882828089808828 


Setting up your Irtellivision® Comouter Module is as easy as 
pushing in a few plugs. We'll be doing this step-by-step. 

You mey not yet own all the accessories we will cover in 
this hock-up instruction, If that’s the case, just skip ove the 
steps that don’t apply to your sys‘em. 


SET-UP WITH INTELLIVISION® 


After renoving your Compute’ Module from its package, 
place it on a flat, sturdy surface, big enough to hold both 
your Intallivision® or Intellivision® || Master Component and 
the Computer Module (Keyboarc anc Adaptor). This sur- 
face should also include enough additional space tor 
other accessories (cassette, printer, etc.) that you hove or 
plan ori having. If you have additional accessories, you 
may want to purchase a grounded rrultiple outlet power 
strip, to avoid running extension cords to different wall 
outlets. 


MAKE SURE EVERYTHING IS UNPLUGGED AND SHUT OFF 
BEFORE YOU START. 


Plug your Computer Acapter into the cartriage port on the 
right side of the Master Component (where you would nor- 
mally insert a game cartridge), Fush the Adaptor in as far 
as it will go, so the connection is secure, 


MASTER 
COMPONENT 


The port on the right side of the Computer Adaptor is where 
you plug in game cartridges or your Voice Synthesis 
Module. 


+e CHAPTER 4 
r 


2 On top of the Computer Adaptor, toward the front, is a the pin-plug at one end of the transformer's power cord in- 
= hinged cover. Lift this cover and you will see two cornec- fo this jack, NOTE: Use the transformer marked “For use with 
ze tors. Intellivision Computer Adapter only”’ 


] 

8 

] 

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® These connectors allow you to plug your Computer The transformer car always stay plugged into a standard 
Keyboard, Music Synthesizer OR two additional cisc or 440/120 volt AC wall outlet — but don’t plug it in yet. Start 

@ Joystick hand controllers nto the Computer Adaptor, For everything up in the following order: 

2 now, ‘ind the connecting cable on your Computer 

~ Keyboard and plug It securely into the connectors on the 1. If you are using an audio cassette recorder or printer 

4 Computer Adaptor, with your Computer Module, plug these into a standard 

2 wall outer. (Hoox-up to the Computer Adaptor is described 

2 Now, let's cornect the TRANSFORMER, which suoplies power on page 11.) 

m) to your Corrputer Module. Look on the back cane! of the 

" Computer Adaptor, where all the otner jacks are located. 2. Plug the transformer for the Computer Adapter into a 

ad The first jack on the left-hand side Is labelled POWER. Inser’ —_ wall outlet. 

1) 


3. Turn on your telev sion set 


4, Plug your Master Component transformer into a wall out- 
let Turn the OFF/ON switch to ON and press the RESET but- 
ton. You will see a title screen with “ECS” and copyright 
information. 


§, Press the DISC on either HAND CONTROLLER. The screen 
will show c “menu” of three ways you can use your Com- 
puter Module. We'll talk about this menu in a little bit. 


VOLUME BALANCE 


Insice the hinged cover of your Computer Adaptor, toward 
the tight side, is a BALANCE CONTROL knob, This is used to 
balance the SOUND ccming from the Master Component 
and the Computer Module. To do this: 


4. When you see the MENU on ycur TV screen, choose 
BASIC by pressing key [ 1] ther [ENTER] on c HAND CON- 
TROLLER, 


2. You will see a blank screen with a square in the upper 
left corner. Now type in the fcllowing program, exactly as it 
appears be ow, including spaces. Press the [RIN ] key ofter 
each line that you type. If you make a mistake, fip aheac 
to page 22 for directions on making corrections. 


10 V=15 

20 P=200 

30C=1 

40 CALL HUSH 

50 CALL TONE 

60 PRIN C 

70C=4 

80 CALL HUSH 

90 CALL TONE 

100 PRIN C 

110 GOTO 30 

3. Now type RUN and press the key. When you run 
this program, you will hear twe alternating tones that will 
probably be different in volume. (If they sound exactly the 
same, you don’t need to adjust the balcnce,) Move the 


BALANCE CONTROL knob left cr right until the two tones 
sound alike. 


4, Stop the program by pressing the key. This pro- 
gram is now stored in your computer's memory, until you 


furn your Master Component off or press the RESET button. If 


you have a cassette recorder nooked up fo your computer, 
you can save “he program for future use, You can also use 

it as a test program, to check the hook-up of your cassette 

reco’der or printer. (See the following sections.) 


y CASSETTE RECORDER HOOK-UP 


This sectior is ‘or you, if you plan on storing your Computer 
Module activities on a cassette recorder or using program- 
ming software that is stored on cassette, Most good, por- 
fable audio cassette recorders with a remote startistop 
feature will work Just fine with the Intellivision® Computer 
Module. The Aquarius” Dcta Recorder availaole from 
Matel Electronics® is completely compatible wth your 
Computer Module.) 


You will need three special cables for hook-up. The cables 
are not hard to find, You should be able to pick them up at 
any good stereo or computer store. This is exactly what 
you'll need: y 

4. Two cables with a miniphone plug at both ends. 


2. Cne caole with a sub-miniphone plug at both ends. 


The cables should be 3 to 5 ‘eet long for space considera- 
tions. 


Cnce you've obtained ycur cassetle recorder and cables, 
you're ready to go chead and set it up. First, look at the 
side of your recorder. See the jacks marked EAR, MIC and 
REM? Now look at the back of your Computer Adaptor. 
Find the Jacks marked IN FROM TAPE, OUT TO TAPE and 
REMOTE. 


4. Plug one end (it doesn’t matter which end) of a nini-plug 
cabie into the jack marked EAR on the cassette recorder. 
Plug the other erd of this cable into the jack marked IN 
FROM TAPE or the Computer Adaptor. 


2. Plug one end of the other mini-plug cable in‘o the ,ack 
marked MIC on the cassatte recorder, Plug the other end 
of this cable into the jack marked OUT TO TAPE on the Com- 
puter Adaptor. 


3. Plug one end of the sub-mini-plug cable inte the jack 
marked 2EM on the cassette recorde”, Plug the other end 
of this cable into the joc« rrarked REMOTE on the Com- 
puter Acapter. 


4, Remember tne program ‘hat you wrote to balance the 
sound from your Master Component and Computer 
Module? If this program is stil! stored in memory, use it to 
test the operation of your cassette recorder, Follow the 
directions on page 80 and 81 of Appendix B, fo save this 


——— ee 


program, then verify it and re-load it back irto memory 
Use “TEST” as your program name for this purpose. 


HOOK-UP FOR PRINTER 


This section is for those who wish to add a printer to “heir 
system. The AQUARIUS ™ Printer, available from Mattel Elec- 
tronics®, is compatible with your Intellivision Computer 
Mcdule. It comes with a cable that has a single plug at 
either end. (Consult your Aquarius Prnter manual for correct 
hook-up on the printer side.) 


Once you've connected your printer to its cable, look at 
the back of your Computer Module. There is a jack, right 
next to the cassette jacks, laoelled AUX. Take the remaining 
pin-plug and insert it into the AUX jack. 


(Epa 


Other printers may be compatible with your Computer 
Mocule. To find out if your printer is compatible, call one of 
the Service/information numbers listed on page 92 of this 
book. 


When you have completed hook-up of your printer, use the 
program from page 10 that you wrote to balance the 
sound (f this program is still stored in memory). Simply type: 


D=-4 and press the [ RIN | key 
CALL OUTP and press the | RTN | key 


A list of the program you wrote should print out on paper. 


TURNING YOUR COMPUTER OFF 


To keep your Computer Module working properly, follow 
these steps in turning t off: 


4. Fitst turn off your TV set. 


2. Then turn off the power switch on your Master Compo- 
nent, 


If you turn your Vaster Component off first, you may hear a 
loud hissing noise from your TV set. Don’t worry. You haven't 
broken anything. Go ahead and tum your TV set off. 


CHAPTER 4 


A WORD TO THE WISE: When you turn your Computer 
Module OFF, you erase everything you have stored in the 
computer's memory, 


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The list you saw after pressing the Disc on your Hand Con- 
troller is called the Main Menu. Anytime you get a list of op- 
tions or choices, you are getting what is called a menu. 
Menus allow you to choose from a list of activities or 
possibilities, 


Our menu in this case consists of the three main areas of 
Computer Module activity; 


4. BASIC 


Press key [1], then CENTER ] on either Hand Controller, to 
write programs using the builtin BASIC language or to 
exiract moving objec’s from regular Intellivision game 
cartridges. 


2, CARTRIDGE 


Press key then LENTER | on either Hand Controller, to 
play an Intellivision or Intellivoice game cartridge or a 
soecial Intellivision computer software cartridge. 


When you select the CARTRIDGE option, you must have a 
cartridge inserted in the cartridge port of the Computer 
Acapter. When you press key [2] and [ENTER ], the title of 
the game will appear on the screen. Follow the directions 
accompanying your cartridge, to play the game, 


3. MUSIC 
The MUSIC option will enable you to: 


 Lse a special music cartridge. These cartridges are 
designed to be used with the Music Synthesizer, though 
they car be used with the Computer Keybcard, Insert the 
music cartridge into the cartrl port of the Computer 
Adaptor Press key and [ENTER | on your Hand Con- 
troller, then follow the directions that accompany the 
cartridge, 


@ Play the Music Synthesizer, with or without a special 
music cartridge. When you use the Music Synthesizer, It will 
be plugged into the same place on the Computer Adaptor 
where you plugged in the Computer Keyboard, 


@ Lse the Computer Keyboard to play musical notes. If 
your Computer Keyboard |s plugged into the Adaptor and 
you select the MUSIC option, it now produces musical notes 
instead of typed characters, Each different key produces a 
different musical note, 


ee 


7 SS SSS SSS SSNS SSS 


The notes you play appear on the screen, in their proper 
position on the musical staff lines 


For now, select the BASIC option. 


CUS COw 


ar VEVVVGOESSECVOVUVVTUVV UY 


’ 


— = anes ll 
i 3 Oath 


ye a a \ 


1 a, 
—— 
| 


SS Li LL | 


Ww. 


Everything you do in BASIC is handed through tne Com- 
puter Keyboard, with results shown on your TV screen, Your 
Computer Keyboard is your way of commun cating with 
your Computer Adaptor ard your Master Component, 


Most of the keys on your Computer Keyboord are used in 


ESC (ESCAPE) — ALLOWS 
YOL TO STOP A PRO- 
G3AM OPERATION, SUCH 
‘AS RUNNING, LISTING OR 
PRINTING. 


CTL (CONTROL) — NOT USED SHIFT — SAME AS ON 
WITH BUILT-IN BASIC, RE- A TYPEWR TER, SHIFTS 
SERVED FOR USE WITH EX- E’ 
TENDED 3ASIC (AVAILABLE 
LATER IN 1983), 


LOWEA TO UPPER CASE 
CHARACTERS. 


ARROW KEYS — 
MCVE THE CURSOR 
UP DOWN, RIGHT 
OR LEFT. 


SPACE BAR — TYPES A 
BLANK SPACE, WHICH 
COLNTS AS ONE CHARACTER 
ANC USES MEMORY. 


RTN (RETURN) — ACTS AS 
‘A CARRIAGE RETUPN 
EN"ERS A COMAND 03 
PROGRAM LINE. 


exactly the same way as the keys on a regular typewriter. 
Some keys, however, have special uses, Take a good look 
at the keyboard below left, before you read any further, 


Let's take a closer look at two cf these keys — RTN and ESC, 


RTN (RETURN) 


When you have fin shed typing a command or program 
line, press the key, This “enters” the command or 
program line Info fhe computer's memory and also moves 
the cursor down to the beginring of the next line, 


ESC (ESCAPE) 
Press [ ESC | when you want to stop a program that is run- 
ning, This ts particularly useful if you run. a program that 


contains a perpetual loop (one that repeats endlessly), You 
can also use ESC to stop other operations on a program, 
such as listing a program, prirting out a program, storing a 
program on cassette, etc, 


CURSOR AND CHARACTERS 


See the little square at the upper left corner of the screen? 
This is called the CURSOR. Anytime you press a letter, num- 
ber or symbol key, this square moves one space in front of 
*he characrer you typed. This it marks the place where the 


OE ——— 


vue 


vuvv wv 


VvuvvvuvvveVeVeVueuUuuUuUUY 


next character you type will appear. The cursor takes up 
the same space as one character. A character is any let- 
fer, number or symbol, or a single space betweer two 
otner characters, 


MOVING THE CURSOR 
Now look ar the ARROW KEYS on your keyboard. 


These keys move the cursor in 
the directions they point: up, 
down, right or left. The space i 
bar also moves the cursor fo the | 
tight, but in add tion types a 
space, which counts as a char- 
acter and uses memory, The ar- 
tow keys are specifically for 
moving the cursor on the screen 
without typing a space or using 
memory. 


CHARACTERS 


Always keep In mind that NOTHING is interchangeable on a 
computer keyboard, the way it is on a regular typewviter 
keyboard, You cannot, for instarce, substitute a letter | for 
a number 4. A group of characters enclosed in quotation 
marks is commonly called a STRING. Strings are used in 
both commands and program statements. 


LINE LENGTH 


A single keystroke for a etter, number, symbol cr space 
equals ore character. Thirty-rine characters equal cne 
line, Lines are structured Ilke this: 


4. You can type twenty characters across the screen 


2. If you cont nue typing, without pressing the key, 
aineteen more characters will print oul beneath the first 
twenty. This is called “wrapping around”. 


3. These maximum thirty-nine characters are considered a 
single line by tne computer. For example, if you were at 
empting ‘o write a line in a BASIC program, you could 
write a TCTAL of thirty-nine characters before pressing "he 

RIN_] key and ending the line. (Remember that soaces 
also count as characters.) 


10 PRIN “ABCDEFGHUE 
LMNOPQRST” ,A,B,C,DB 


Once you have typed thirty-nine characters, the computer 
will refuse to orint any more characters until you press the 


key. 
MAKING CHANGES OR CORRECTIONS 


If you want to go back and change something you Fave 
already typed, use the ARROW KEYS to move the cursor into 
position over the character you want to change. Then type 
in the new character or characters you want. Be sure you 
fetype everything to the rignt of your change, or use the 
RIGHT ARROW KEY to move the cursor to the end of the line, 
BEFORE you press [RIN]. If you leave the cursor in the mia- 
dle of a lire, after making a change, everything to the right 
of the cursor will be erased when you Press| RIN]. This s 
called TRUNCATING.) 


Example: 


M ype 10 + 6 + 15 — 4” and press [RIN]. 


@ Use the UP and RIGHT ARROW KEYS to position the cursor 
over the * in 15, 


i Type a 2 in place of the 1, Now press [RIN]. 


You will now see "10 + 6 + 2”. The characters "5 — 4” 
have been truncated, 


Each different part, or element, of a BASIC command or 
statement is color-coded. (Program statements art 
plained in the next chapter.) When you press 
end of the command or statement, each element that the 
computer recognizes and is able tc act on turns its specific 
color. 


The arrow keys can also be used for cther, more sophisti- 
cated editing jobs. See Appendix C, page 86 for details. 


CLEARING THE SCREEN 


To erase everything on the screen and return the cursor to 
the upper left comer (called the “horre” position), type CL? 
and press [RIN ]. CLR does not erase the memory, only the Certain commands, called MONITOR COMMANDS (RUN, 
screen. UST, NEW, DEL and a few others) are exceptions to this rule. 
Monitor commands do not change color when you press 
CLR can also be used as a statement in a program, caus- RIN _]. (Monitor commands are exclained on page 29.) 
ing the screen to be cleared each time the computer 
reads this instruction If you have tyoed an element incorrectly or in the wrong 
order, the computer may not recognize the element, ov 
“BASIC” MISTAKES — HOW TO RECOGNIZE THEM recognize it but not be able to act on it. 


If you type a BASIC command or program statement incor- __|f tne computer does not recognize a sngle element but | 
rectly, your computer will let you know immediately. con stil carry out the command or statement, it will color 


everything in the line that it can carry out and leave the So as soon as you enter a command or statement, you 
test uncolored, 


know if there's a problem, and exactly where the problem 
lies. 


There is a list of the different ways in which you can make a 
10 PRIN AS mistake and the color codes for different elements n Ap- 
. pendix C, pages 84-86, 


If the computer does not recognize enough of a command 
or statement to carry it out, then it will tur as much of the 
line as it recognized gray. The rest wil not turn color at all. 


10 EON REBRIN 1 mp 


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'f you are new to orogramming, this chapter will give you a 
taste of Intellivision BASIC. BASIC is a computer language 
developed for people like you, whose programming needs 
are not particularly scientific or heav ly financial. The word 
BASIC stands for Beginner's A\l-Purpose Symbolic instruction 
Code. That means it’s easy to use for many different 


Purposes, 


This chapter will introduce you to a few 
can do with Intellivision BASIC, as well a: 
cepts, It is not a course in BASIC Programming. For that, you 
need to send for the book, Step-By-Step Guide To tome 


Computing, (See page 3.) 


THE STRUCTURE OF A PROGRAM 


structions that give the 


A program is a list of very specific in 
computer a certain job to do. 


Each separate instruction in the list is called a STATEMENT, A 
statement can be any length, up to the maximum line 
length (39 characters). Each statement is therefore a 
separate LINE in the program and is identified by a _INE 


NUMBER. 


EXAMPLE: 10 PRIN “HELLO” is a statement, 


When you finish typing a statement, 
computer's memory by pressing the 


you “enter” if into the 
RIN | k 


of the things you 
Is some “basic” con- 


ey. 


——eeeeeeEEEEEe—————— 


OO EEE—E—EE——————— 


ENR 


A line number can be any whole, positive number from C to 
31999, It appears at the beginning of the line, Line num- 
bers do two very important jobs; 


4. They tell the computer the ORDER in which the statements 
Nd program should be carried out, or “executed”, The 
computer always executes program statements in order of 
the lowest to the highest line numbers, sTegardless of the 
order in which you enter them, For example, if you enter a 
series of statements numbered in this order: 


40 
10 
30 
20 


They will be re-ordered and executed in this order; 


10 
20 
3c 
40 


2. They alert the computer to ‘he fact that an instruction is 
part cf a program...that is, a statement. Numbering a state- é 
ment is the same as saying, “Wait. See what happens next, 
We're building something here.” If you don’t number a 


Sus 


statement, the computer tries to execute it as soon as you 
press RIN, 


When you number program statements, it is a good idea to 
work with increments of 10, That way you have rcom be- 
tween program s‘atements to add in other statements. 


ADDING A PROGRAM STATEMENT 


To add a statement to a program, select c line numoer 
that falls between the numbers of the statements im- 
mediately before and after the point where you wish fo in- 
sert the statemen’, 


Example: You wish to insert a PRINT statement oetween lines 
410 and 20 of this short program. 


SSEEVITVSFESSESESEEFVVOVVVUTFTFESoe 


Type the following line and press RTN: 
45 PRIN “NEW 


Type LIST and press [ RTN ], fo display your new program, 


10 PRIN “I LOVE MY” 
15 PRIN “NEW” 

20 PRIN “COMPUTER” 
a 


Notice that Line 15 has been nserted between lines 10 
and 20. 


The number you use for your new statement must nct oe 
used anywhere else in the program, or the new statement 
will reolace the old statement. 


DELETING PROGRAM STATEMENTS 


Use the DEL (Delete) command to delete statements. To 
delete a single statement, type DEL followed by the line 
number for that statement, Then press [RIN |. Example: DEL 
40 (and press [RIN ]) 


To delete a group of statements, type DEL, the beginning 
line number, a comma, then the ending line number, Then 
press Example: DEL 10,20 (ard press [RIN }) 


To delete everything BEFORE a paricular statement, say line 
50, type: DEL 0,50 (ever though you don't have a line 0). 


To dele’e everything AFTER c particular statement, say Ine 
50, type: DEL 60,1000 ‘or any very large line number, up fo 
31999) 


CHANGING PROGRAM STATEMENTS 


If you wish to make major changes in a program s‘ate- 
ment, use the arrow keys as described on page 22. Or 
simply re-type the entire statement, keeping the same line 
number, 


BASIC KEYWORDS 


There are several different elemerts that can combine to 
make up a prcgram statement. One of the most important 
of these elenents is called a KEYWORD. This is simply a 
BASIC word, It is used to tell the computer what to do with 
tne other elements in a statement: the numbers, “strings” 
(remember strings from page 21), varables (values na 
program that can change), routines ana functions. You will 
meet these other elements later, some in this book ard 
others in the Step-By-Step Guide To Home Computing, 


For a brief description of all BASIC keywords, refer to Ap- 

pendix A, starting on page 48. For detailed Information or 
how to use each keyword, send for your copy of the book, 
Step-By-Step Guide To Home Computing 


RUN AND LIST 


Executing a program is also known as RUNNING the pro- 
gram. When you want the computer to execute a program, 


Ou _ give ita RUN command. You type RUN and press 
RIN J. 


You can also look at your program without running it, This is 
caled LISTING the program, Wren you list a program, it is 
disolayed on the screen with all statements in the order of 
their line numbers. 


a 


CHAPTER 4 


The reason is simple: A command is net oart of a program. 
F is an instruction that is meant to be executed as soon as 


18 Se euoTibEs Fo you press [RIN ]. not stored in memory for later use. 


R" 
30 GOTO 80 You can type a program statement without a line number, 

40 PRIN “BRANCHING” if you want te preview it, outsde of a program, Leaving the 
0 Seb line number off causes a statement to de executed as soon 


in ee Be as you press _RIN J. 
80 PRIN "UNCONDITION 

a MONITOR COMMANDS 
. 


The commends used most often are the ones that tell the 
computer to do something with a program that s already 
writen. These are also called MONITOR COMMANDS. In ad- 
You can list an envire program or only part of a program. dition fo RUN and LIST, menitor commands include NEW, 
You can even list a single starement in a program. which tells the computer to erase everything currently 
stored in memory; DEL, which tells the computer to delete 
Jo list an entire program, type LIST and press [RIN]. To lista statements n a program (see page 28); CSAV, CLOD and 


single statement. type LIST. then the line qumber for that CVRF, which are used in saving and loading programs with 
statement, ano press [RIN ]. (Example: LIST 10) To list a a cassette recorder (see Appendix B); and VIENU, which 


group of statements within a program, type LIST, the begin- lists different orogramming opticns. 
ning line numer for the group, a comma, the ending line 


number, and press [RIN ]. (Example: LIST 10,50) To stop_a 
program listing orce you nave started it, press the [ESC TRYING IT OUT: A BASIC PROGRAM 


key. 


We're going to show you an easy BASIC program and how 
Notice that when you give the computer a RUN or LIST com- it runs. It's c simple creckoook program, used for figuring 


mand, you do not put a line number in front of the com- and maintaining a checkbook balance. Type it in, line by 
mand. Netice also that we have been referring to these line, exactly as it appears here, including spaces, Then 
qwo instructions as COMMANDS rather than statements. type RUN and press LRTN ] to try it out. 


SSS SSS SSS SSS SSS SSS 
| eS RE a eS ane ae Sree ES SEY 
i seeanescemaame sate acees sae ae aa 


When you run this program, the computer will print out a 
message asking you to ENTER BALANCE (the ending bal- 
ance on your monthly statement). It will wait for you to type 
in the amount of the balance and press [RIN |, then printa 
second message, “ENTER CHECKS. ZERO IF DONE”, 
(“Checks’ means outstanding checks or other withdrawals.) 
The computer will wait again while you type in the amounts 
of your outstanding checks, After each amount tnat you 
type, press [RTN ]. When you have no further checks to 
enter, type a zero and oress [RTN ], (That's what "ZERO IF 
DONE" is telling you to do.) 


The computer will then print out a message asking you to 
ENTER DEPOSITS and wait for you to type in the amounts of 
deposits not noted on your statement, After each amount 
that you type, press When you have no further 
deposits to enter, type a zero and oress [RIN], The com: 
puter will then print out your balance and the program will 
automatically stop, 


Before you enter the program below, type NEW and press 
[RIN ], to clear the memory. MAKE SURE YOU PRESS 
AFTER TYPING EACH STATEMENT, 


PROGRAM 
10 INPU “ENTER BALANCE”,B 


Waits until you enter amount of current balance, then stores 
it.as variable B, 


20 PRIN “ENTER CHECKS” 

Prints message “ENTER CHECKS” 
30 PRIN “ZERO IF DONE” 

Prints message “ZERO iF DONE" 
40 INPUC 


Waits for you to enter amount of outstanding check, then 
stores it as variable C, 


50 IF (C=0) GOTO 80 


Looks to see if you have entered a zero. If you have, sends 
the computer ahead to line 80. 


60B=B-C 


Subtracts the last check entered irom the balance and Stores 
the new balance, 


I 


4 70 GOTO 40 130 GOTO 100 
? Sends the computer back to line 40, so you can enter Sends the computer back to line 100 to see if you have any 
another check if desired. more deposits to enter. 
80 PRIN “ENTER DEPOSITS” 140 PRIN “THE BALANCE 1S”,8 
Prints message ‘ENTER DEPOSITS”. Prints “THE BALANCE IS” followed by the current value of 


variable B, which is the current balance. 
90 PRIN “ZERO IF DONE” 


Prints message “ZERO IF DONE” If your program doesn’t run the way it should, LIST it and 
check each line te make sure you haven‘t made any mis- 
100 INPU D takes in typing. If you find a mistake, use the arrow keys to 
go back and correct it. (See page 22.) 
Waits for you to enter amount of deposit and stores it as 
three choices: You can run it again; you can save it on 
11€ IF (D =0) GOTO 140 cassette tape (see Appendix B ‘or instructions); or you can 


erase it from memory with the NEW command. 
Looks to see if you have entered a zero. If you have, sends 


variable D. When you are through running your program, you have | 
the computer ahead to line 140. | 
120 B=B+D 


Adds the last deposit entered to balance and stores the new 
balance as variable B. 


VSERIFVUUSEEUVEVUUUBLUYUUYUSL 


a NENUCOMMANDS | 


Once you've become more familiar with the Intellivision® 
BASIC vocabulary and you need a quick reference, there’s 
series of BASIC commands that gives you a listing of all 
the words in the BASIC vocabulary, right on your TV screen 
That series is the MENU series. 


Remember when we talked about the Main Menu? What 
you get when you enter a MENU command is essentially 
another menu, sometimes called a submenu because it 
comes under the heading of an item on the Main Menu {in 
this case, BASIC), 


Below are the MENU series commands. Type these without 
a line number, 


MENU SERIES COMMANDS 

Type MENU 0 or just MENU and press [RIN]. 

You get a list of MONITOR COMMANDS. These are primarily 
used to tell the computer to do something with a program, 


such as run It, list it, etc, Monitor command include RUN, 
UST, NEW, CSAV, CLOD, CVRF, DEL and MENU. 


Type MENU 1 and press CRIN]. 


You get a ist of BASIC KEYWORDS, such as PRIN, GOTO, 
INPU, etc. These are the “euilding blocks” wth which you 
construct program statements, 


CHAPTER 4 


4 Type MENU 2 and press [RIN ]. 
J You get list of BASIC functiors. 
J 

» 

> 

J 

7 

> 

J) 

> 

> 

> 

> Type MENU 3 and press [RIN ). 
> You get a list of BASIC routines, 
> 

J 

> 

> 

> 

> 

> 

» 

> 

> 


ee 


Intellivision® BASIC is uniquely designed to allow you to do 
special things with colo", moving objec’s (for example, the 
players in a Baseoall carridge), and sound. It has many 
built-in functions and routines that allow you to access ana 
“make a copy of” moving objects from your regular Intellivi- 
sion® game cartridges, then change the shape, color and 
movement of “hose objects, The “new” objects can be 
stored in memory and used in Programs that you write, to 
create your own games! 


Before we see how this works, let’s look at two terms with 
whicn you may be unfamiliar — functions and routines. 


FUNCTIONS 


A function is a way of representing a number value that 
Nas a special significance. The functions we will be looking 
at in this section all have a special significance in regards 
to. a moving objact, 


A function always contains a LABEL that identifies it and a 
NUMERIC VALUE IN PARENTHESES that identifies the object to 
which it relates. Example: CO(5) is a function, CO is the 
label for the COLOR function. (6) identifies object 5, By set- 
ting CO(S) equa’ to a number value for a certain color, we 
can change the color of object 5 


Example: CO(§) = 2 turns object 5 red. ‘2 is the number 
coae for red.) 


There are many other functions besides color — many other 
ways in which we can change the characteristics of an ob- 
ject We will look at a few of them in this chapter, For a 
complete list of all functions, see Appendix A, staring on 
page 58, 


ROUTINES 


A routine is a kind of “mini-program” that has already been 
written Into the computer in assembly language (a mathe- 
matical language that is more powerful than BASIC, but 
difficult for people to use). A routine lets you de something 
special that you would not be able to do using the BASIC 
language ane. You don't neea to know assembly lan- 
guage to use a routine, You only reed to know the name 
of the routine, how to access it, and how to set certain 
values that i* uses, 


To access a routine, you use the keyword CALL followed by 
the four-letter name of the routine. For example: CALL TONE 
accesses the TONE routine, which makes the computer 
generate a scund. 


Before the computer can generate a sound, however, it 
needs fo know what kind cf sound to generate. It needs to 
know volume, period (this sets the pitch of the sound — 
whether it is a high or low sound), anc the channel through 
which the sound is generated, You give the computer this 
information by setting number vaues for each piece of in- 
formation needed. You do this by writing equations that 


USING THE SHOW ROUTINE 


First, Insert a game cartridge Into the cartridge port. Make 
sure that ycu have selected BASIC option (NOT CARTRIDGE) 
from the Main Menu, 


You can now use the SHOW routine to display a moving ob- 
Ject from the cartridge you inserted, though a sort of “blind 
search” method. Here's how it works. 

First you define your moving object. This is a 3-step process, 
1. Assign the object a number from 0 to 7, Do this by typing 
the equation, O = (a number from 0 ta (O is the letter O, 
which stancs for Object.) Then press [ RTN ]. 

Example: O = 4 


2. State whether the resolution is single or double, by typing 
one of these two equations, then pressing [ RIN }: 


D =0or1 for single resolution 
D=2 for double resolution 


3. Select a picture from the 128 possible pictures, by typing 
the equation, N = (a number from 0 to 427). Then press 
LRIN J. 


Example: N = 6 


If your resolution is double, you will actually get two pic- 
tures instecd of one. N = 6 wil give you pictures 6 ond 7, 
Picture 6 on top and picture 7 on the bottom, 


NOTE: IF YOU DO NOT SELECT A NUMBER VALUE FOR OBJECT, 


RESOLUTION OR PICTURE, THE COMPUTER WILL AUTOMATICAL- 


LY SET THAT VALUE TO ZERO (OR ANY NUMBER VALUE THAT 
HAS PREVIOUSLY BEEN SET AND NOT ERASED), 


Second, you tell the computer to display the moving object 
that you just defined. Type the command CALL SHOW and 
press . The objact you defined will appear on the 
screen, 


STRANGE OBJECTS 


f the cbject you hove displayed looks Particularly strange, 
‘ry chcnging the numbers you usec for picture and resolu- 
tion, You see, any given game cartridge will have pre-set 
the resolution anc picture numbers for all moving objects 
from O to 7. You can reset the picture by typing different 
numbers into the picture equation, However, you cannot 
teset the resolution, since ONLY a certain amount of 
memory space Is set aside for each moving object. 


If you select doulole resolution for an object and only single 
resolution space was reserved for that object, then only halt 
of the object will be displayed. If you have more than one 
object on screen at the time, the second half of your object 
may replace the top half of another object. 


ee 
eS CIR 


look like this: 


P = 200 (P stands for period) 
V = 15 [V stands for volume) 
C = 4 (C stands for channel) 
CALL TONE 


Veuwrw SS SE 


. 


You select tne values for each piece of information from a 
tange of possible values, The range for each value in a 
routine is given in Appendix A, starting on page 68. In this 
chapter, we will look closely at a couple of routines. =or a 
complete list of available routines, see Appendix A. 


> FUN WITH MOVING OBJECTS 


In any Intellivision game cartriage, there is a maximun of 
eight moving objects that you can display. These are 
numbered 0 ‘o 7. You can display these objects on the 
screen, using one of two routines — SHOW or GRAB. 


ee Ae 


_ 


To understand how to use these ‘cutines, you need te first 
understand how moving objects cre created. In its memory 
your Intellivision® Master Component has stored 128 dif- 
ferent pictures. These pictures are used, either alone or in 
combination, to define all moving objects. A game car- 
tridge contains specific instructions that tell your Intellivision 
which pictures to use for each moving ooject in a geme. 
Since an object may change shape when it moves, dif- 
ferent pictures may be needed to show different stages of 


OO wee 


te 
| 
| 


CHAPTER 5 


The game cartridge also tells your Intellivision to set aside a 
certain amount of memory space for displaying each ob- 
Jec*. The amount of space depends on the RESOLUTION of 
the cbject, which is a way of measuring the object. An ob- 
ject can be single or douole resolution. A single resolution 
object has EITHER a top OR a bottom half. A double resolu- 
tion object has BOTH a top AND a bottom half, A double 
resolution object will not fit into the space reserved for a 
single resolution object (though a single resolution object 
will fit into tye space reserved for a double resolution 
object). 


37 


function in Appendix A (starting on page 58). 


You can display more than one object on the screen at 
one time, but you must use the XP or the YP function fo 
move the first Object out of the way before you display the 
secord object (or the second will appear on top of the first 
object.) 


When you use the SHOW routine te display a moving ob- 
ject, you can change tne object's position on the screen, 
but you cannot make it appear fo be animated. Ths is 
because SHOW only allows you fo assign one picture for on 
object (two ‘or a double resolution object). To animate an 
object, you must assign a SEQUENCE of pictures to tne ob- 
Ject. To do this you must use the GRAB routine. 


USING THE GRAB ROUTINE 


GRAB is very similar fo SHOW, with two important 
differences: 


4. GRAB uses memory space and SHOW does not. 


2. GRAB allows you to assign a sequence of pictures to an 
object, so you can animate the abject. SHOW does ot. 


To use the GRAB routine, you must first define the moving 


object, Follow the same steps that you used in defining an 
object for the SHOW routine...but add one additional oiece 


40 5 sans 


Before you can animate an object, you must assign it a se- 
quence of pictures. Each picture in the sequence will show 
the object in one of the stages of animation, 


The number you select for N (the picture) tells the computer 
where the sequence starts. You must also give a number to 
tell the computer how many pictures there are In the se- 
quence. There can be a maximum of 16 pictures in a mo- 
ton sequence, numbered from 0 to 45, (So if you set M 
equal to 5, you are assigning é pictures to the sequence.) 
To set the number of pictures in a sequence, tyoe the 
equation; 


M = (a number from 9 to 1) 
Example: O = 1 
Dian 


CHAPTER 5. 


2 
LJ 
) 
» 
2 
2 
2 
a 
a 
2 
2 
2 
2 
2 
2 
2 
2 
2 
a 
2 
2 
a 
a 
9 


N=0 
M=3 
CALL GRAB 


This example tells the computer fo assign 4 pictures, starting 
at picture 0, to moving objec’ 1, displayed in single resolu- 

tion. When the object is set in motion, it will cycle through 4 
pictures. 


FUNCTIONS AND MOTION 


All of the functions that work with an object displayed by 
SHOW also work with an object displayed by GRAB. Use the 
GRAB routine to display a moving object, *hen try out these 
additional functions. Remember fo reolace tre 0 within 
parentheses with the number of your moving object. 

TYPE THIS: TO DOTHS: 


PC(0) = a number 
between 0 and 15 


Disploy a particular picture 
in the motion picture se- 
quence for an object. 

SP(0) = 20 Set the speed with which ob- 
ject moves through its motion 
sequence. 


XV(0) = 40 Set the speed at which ob- 
ject moves horizontally 
across screen and set it in 
motion To s‘op the motion, 
set the XV function equal to 
zero. 

YV(0) = 10 Set the speec at which ob- 
ject moves vertically across 
screen and set it in motion. 
To stop the motion, set the 
YV function equal to zero. 


You can change the number on the ‘ight side of the func- 
tion equations above, within a certain range. The range for 
each function is given in Appendix A. staring on page 58. 


PHANG WH SOND | 


There are seven routines that deal with sound. You've 
already met the TONE routine (on page 36). This routine 
causes a single tone to be generated by the computer 
When you want the tone to stop, use another, even simpler 
routine — HUSH, Tre HUSH routine doesn’t require that you 


enter 
press 


Additional information, Just tyoe CALL HUSH and 
and the sound will stop. 


Another routine, NOTE, is used with the TCNE routine, to set 
the period of a tone to that of a pre-set note on a musical 
scale, This deterrrines the exact pitch of the tone generat- 
d, It does not itself generate a tone. You can choose from 
95 different pre-set notes, fo which you can set the period 
of a tone. Use the equation: 


N = (a number ‘rom 4 to 95) 


Fitst type the equation and press [RIN], Then type CALL 
NOTE and press [21N ]. Below \s a short orogram that com- 
bines the TONE and NOTE routines to generate a 13-note 
musical scale. Type in the program exactly as it appears 
below. Press atter each line “hat ycu type, When you 
are finished typing the program, type RUN and press 
CRIN]. 


10 CALL HUSH 
20C=0 

30 V=15 

40 FOR N=12 TO 24 
50 CALL NOTE 

60 CALL TONE 

70 NEXT N 

80 CALL HUSH 


Now type a_new line 40 that reads; 40 FOR N=24 TC 36 
and press | RTN ]. RUN the changed program and listen, 
You will get a different musical scale this time, one octave 
higher than the original scale. 


ENVELOPE ROUTINES 


When you use the TONE routine, you set a definite, unvary- 
ing volume for the tone you genevate. Unless you change 
the volume, it remains the same, Wnen ycu do change the 
volume, it changes abruptly. 


sae SVS VOSSVEVESSOPVSESSS OV VEY UV & BR 


There are two routines called ENVELOPE routines that let 
you manipulate volume more delicately. These routines 
break volume down nto two parts, callec ATTACK and 
DECAY. 


Picture volume as a curve. At the top of the curve is the 
oeak volume, A’ either end of the curve is volume 0. 


Rea <TR, 
{cea a 
Ay Aes Cae 
—— 
Ty 

LO 

ASST SS a 

PRL ee SRE 
ea ay GRC 
A TTT Ree rs 
aT Bre 
Pc Ca VEE 
ay GEA 


If this tone were generated, it would start at 0, rise to 15, 
then drop back to 0 again The rise from 0 to 15 is the at- 
tack, The drop from 15 to 0 is the decay, The way in which 
the tone attacks and decays is called the ENVELOPE of the 
fone. 


There are many things that you can do with the envelope 
of a tone. You can make the attack gradual and the 
decay sharp, like the graph shown below at left. 


=—— a 
=a 


like the graph shown above at right 


decays, as well as the period of the sound (which deter- 
mines its pitch) and the channel througn which it will be 
generated 


You can set an envelope for either a tone or for a non- 
musical sound called “noise”. You know wrat a tone |s. 
“Noise” is the type of sound that "he ccean surf cr highway 
traffic or a crowded auditorium produces. (“Noise” Is good 
for producing percussion sounds.) There is a separate 
envelope routine for tone ard for noise. 


> 
wo 


ENVT (Envelope Tone) 


Use this routine to generate a tone whose envelope you 
want to control. As with the TONE routine, you must define 
the tone before the computer can generate it, Here’s how, 


4. Set the cnannel. There are 6 channels, numbered 0 to 5, 
Use the equation; C = (a number from 0 to 5) 


2. Set the period. This can be a number from 0 to 4095, The 
higher the number, the lower the pitch of the note. 


Use the equation; P = (a number from 0 to 4095) 


3. Set the length of the envelope (how long it will take the 
jone to rise or fall In volume), This can oe a number trom 0 
to 65,000, (Try a number around 5000 to really hear how 
the envelope can be changed.) 


Use the equation: L = (a number from 0 to 65,000) 

4, Set the attack/decay characteristics of the envelope, 
whether sharp or gradual, This can be one of certain 
numbers between 0 and 15, Each number produces specif- 
ic characteristics. Look on page 69 of Appendix A for a list 
of attack/decay numbers, 

Use the equation: E = (the characteristic number) 


5. Type CALL ENVT and press [RIN ]. 


ENVN (Envelope Noise) 


Use this routine in exactly the same way as you use the 
ENVT routine, with these differences: 


4, The PERIOD of a noise must be set to a number between 
0 and 34, In general, the higher the number, the lower the 
pitch, with the exception of 0, Instead of producing the 
highest pitch possible, 0 produces the lowest pitch 
possible, 


2. Type CALL ENVN and press [RIN | to generate the noise 
after you have defined it. 


Experiment with defining different tones and noises, You 
can produce thousands of different sounds by changing 
different values, 


NOTE: Your Master Component and your Computer Adap- 
tor each contain a sound chip, with 3 channels on each 
chip, Channels 0-2 are on chip 4 and channels 3-5 are on 
chip 2. You can generate two different fone envelopes and 
two ditferent noise envelopes at the same time — one tone 
envelope and one noise envelape on each chip. You can't 
generate a different envelope on each channel, because 
the computer always looks at the last enveope generated 
on each chip and uses that for all 3 channels on that chip. 
So if you generate a tone envelope through channel 2, it 
will be generatec through channels 0, 4 and 2. This means, 
for example, that you cannot generate a cifferent one 
envelcpe for channel 0 and chanrel 2. 


es 


PUTTING IT ALL TOGETHER 


Here |s a short program tnat combines functions and 
routines to cdd color, sound and motion to an object. 
Before you type in this program, insert any Intellivision® 
game cartridge. Follow the directions on page 40 to 41, to 
display a moving object. Use the GRAB routine and number 
your object 0. (Use the equation O = 0.) 


] 

] 

] 

] 

) 

} 

When you have displayed a moving object that you like, 
clear the screen. (Type CLR and press Pent} Then type in 

the Animation Program exactly as it appears oelow. 

] Remember fo press at the end cf each statement 

] 

] 

) 


When you have finished typing the ram, clear the 
screen, then type RUN and press . You should see the 
object you displayed change color as it moves horizontally 
across the screen to a musical scale accompaniment. 


Animation Frogram 
10 CALL HUSH 
Start with no sound. 


20C=0 


Set chanrel. Tone will be generated through channel 0. 


30 V=15 
Set volume. Tone will be generated at maximum volume. 
40 SQ(0) =40 


Set speed at which object will move through its animation se- 
quence. Mcderate speed. 


50 XV(0) = 10 


Set speed at which object wiil move horizontally across the 
screen and start movement. Slow speed, 


60 X=0 


Set up a variable that will represent the number code for a 
color. Give it a value of O (the number code tor black) 


70 FOR N = 12TO 24 
Set up a repeating loop that assigns values 12 througn 24 to 
N (for use in the NOTE routine}. N will receiv2 a new value 
each time the oop is repeated. 

80 CO(0)=X 


Set the color of the object to the current value of X. 


APPENDIX 


“om 
un | 
Wil i} 
Ah 
y ir 


i" T 
- fj, = 


ie 


This section of the book cortains a brief description of the 
keywords, monitor commands, functions and routines in In- 
tellivision BASIC, It is esigned for the person who is already 


familiar with the BASIC language, and wants a Quick 
reference guide to the Intellivision version of BASIC. if you 
are not familiar with BASIC, you may not understand 
everything in this section. Do send for a copy of the book, 
Step-By-Step Guide To Home Computing. (It's free.) 


CATEGORY: BASIC KEYWORDS 


This accesses an assembly language routine within the 
built-in BASIC or an Intellivisicn® Cartridge. It allows you to 
do things that you cannot do using the BASIC language 
alone. (See page 3é4,) 

Example: 

CALL SHOW 


Causes the SHOW routine to be executed, 


This clears the screen and returns the cursor fo the home 
Position. CLR can be used as a keyword in a program or 
as a command outside of a Program, 


Example: 
10CLR 
20 PRIN “HELLO” 


Clears the screen when the Program is run, then displays the 
word Hello on the screen, 


or 
CLR (and press [RTN ]) 


Clears the screen when 


Tris tells the computer to store numeric constants In a par- 
ticular sequence, so they can be accessed at another 
Point in the program by a READ statement, DATA statements 
must always have an associated READ statement. 


is pressed. 


PDPLPPOO DOO 8) OO 0 2, 


Each numeric constant following the DATA keyword Is 
separated from the others by a comma. The limit on data 
items in one DATA statement Is 7 numeric constants, 
Example: 
10 FOR X=1T03 

Seis up a loop that wil! repeat 3 times, 
20 READ A,B 


Reads the numeric values in order from the DATA statement 
and stores these values as variables A and B. 


30 PRIN A,B 
Displays the current values of variables A and B. 
40 NEXT X 
Reiurns the computer to line 10 to repeat the loop. 
50 DATA 5,10,15,20 


Stcres numeric values that will be read by the computer and 
assigned to numeric variables. 


This is used to indicate the maximum number of elements in 
an array and to reserve memory space for the array, 


The dimension cf an array is set by writing the DIM keyword, 
followed by the array variable name, then the number of 
elements in the array in parentheses, The three array vari- 
able names that can be used are AA, AB and AC, The 
maximum number of elements in an array is 250, num- 
bered from 4 to 250, 


Example: 
DIM AA\(10) 


Sets up an array named AA and reserves memory space for 
the array to contain 11 elements, numbered 1 to 11. 


This keyword is Lsed to mark the end of a program, When 
the computer reaches this statement during a program run, 
the run stops, The END statement is not always the last state- 
ment in a program, 


APPENDIX A 


Example: 

10 PRIN “TYPE # FROM 5-10” 
Displays the line in quotes. 

20 INPU X 


Stops program execution while numeric value for X is 
entered, 


30 IF (K =7) GOTO 50 
Looks to see if the value entered for X is 7. If it 1s, sends 
computer to line 50. li it is not, continues on with next 
statement. 

40 GOTO 60 
Sends computer to ling 60, 

50 END 
Stops program execution 


60 PRIN “TRY AGAIN” 


Displays line in quotes, 


70 GOTO 10 


Sends computer back to line 10. 


These keywords are used to set up two “companion” 
statements which repeat any program steps between the 
two statements a specified number of times. 


The FOR statement starts the loop, establishes a variable, 
gives it a starting value and makes a note of its ending 
value. Starting and ending va ues can be numeric con- 
stants or variables (in ascending order). 


Each time the FOR statement is executed, it checks to see if 
the value of the variable is greater than the ending value 
established. f it is, he computer is sent to the statement 
after the NEXT statemen,, If it is not, the computer continues 
on with the statement(s) following the FOR statement. 


The NEXT statement adds 4 to the current value of the 
variable and sends the computer back to its companion 
FOR statement. 


AFOR...NEXT statement cannot be written and executed as 
acommand. 


aa a A 


Example: 
10 FORA = 1T0 10 


Sets up a locp that will repeat 10 times. Assigns 4 starting 
value of 7 to variable A and sets an ending vaiue of 10. 


20 PRIN A 
Displays the current value of A. 
30 NEXT A 


Adds 1 tc the current value of A and sends the computer 
back to the FOR statement on line 10. 


This temporarily halts prograrr execution during a program 
run, so that a string entered from the keyboard can be 
assigned to a string varicble. The name under which the 
variable |s to be stored is established by the GET statement, 


Example: 
50 GET A$ 


Halts program execuiicn until a string is entered, S'ores the 
string as variable A$. 


60 PUT A$ 


Displays the value entered for A$. 


This keyword causes the computer to “branch” to any 
specified program line, unconditionally, 


If you write GOTO as a command, it acts as a RUN com- 
mand, sending the computer to a specified program line 
and running the progam from there. 
Example: 
10 GOTO 60 

Sends computer ahead to line €0. 


20 PRIN “PROVIDES FOR” 


Displays line in quotes. 


a 
30 GOTO 80 (Go Subroutine)... (Return) 


Sends computer ahead to line 80. 
Like GOTO, GSUB causes the computer to branch uncondl- 


40 PRIN “BRANCHING” tionally to another point in the program, in this case to a 
subroutine, The first line number of the subroutine follows 
Displays the word in quotes. the GSUB keyword in the GSUB statement. 
60 END The subroutine ends in a RET staternent which sends the 
é computer back to the next statement following the GSUB 
Halts program execution, statement from which it branched, 
60 PRIN “GOTO” A suproutine can be called any number of times in a pro- 
7 gram, Up to 5 GSUB statements can be nested before a 
Displays the word in quotes, RETURN statement must be executed, 
70 GOTO 20 GSUB produces the same results as GOTO when executed 


as a command, 
Sends computer back to line 20. 
Example: 
80 PRIN “UNCONDITIONAL” 
10 GSUB 40 
Displays word in quotes 
Sends computer to subroutine beginning at line 40, 
90 GOTO 40 
20 PRIN “END OF SUBROUTINE” 
Sends computer back to line 40, 
Displays line in quotes when computer returns from 
“GOTO PROVIDES subroutine, 


When program is run, computer display: 
FOR UNCONDITICNAL BRANCHING.” 


30 END 

Stops program execution. 
40 FORX = 1T03 

Sets up a loop that will repeat 3 times. 
50 PRIN “THIS IS A” 

Displays line in quotes. 
60 PRIN “SUBROUTINE” 

Displays word in quotes. 
70 NEXT X 

Sends computer back to line 40 to repeat the loop 
80 RET 


Sends computer back to statement following GSUB statement 
from which it leit (line 20). 


APPENDIX A 


IF specifies a condition under which anotner program in- 
struction will be executed. The condition is one in which two 
values are compared, using one of the comparison 
operators: = (equals), < (less han) or > (greater than), The 
values compared may be numeric variables, numeric con- 
stants or functions. 


Examples: IF (A = 5) 
IF (A > B) 
IF (CO(3) = 7) 


NOTE: You can also use the IF statement to compare in- 
dividual characters from 2 different strings, if the strings are 
assigned to string variables, Example: IF (A$(1) = BS(2)) This 
compares the ‘st character in the string assigned to AS 
and the 2nd character in the string assignec to BS. 


Example: 


10 IF (A=B) GOTO 30 


Looks to see if the /alue of A is equal tc the value of B. If 
the two are equal, sends computer to line 30. If the two are 
not equal, continues to next siatement. 


This temporarily halts pragram execution during a program 
Tun, so that a numeric value, entered through the key- 
board, can be assigned to a specific variable, The name 
under which the variable is stored is set by the INPU 
statement. 


Example: 
10 PRIN “HOW OLD ARE YOU” 
Displays the line in quotes. 
| 20 INPUA 
| Temporarily halts program execution while a numeric value 
is entered from the keyboard. Assigns tnat value to varia- 
ble A, 
30 PRIN “YOU ARE ”,A 
Displays line in quotes foliowed by value of A. 
or 


10 INPUT “ENTER NUMBER”,A 


Prints the string “ENTER NUMBER’, then halts program ex- 
ecution while a numeric value is entered from the keyboard. 
Assigns that value to variable A, 


Tells the computer to disolay either a string enclosed in 
quotation marks, the result of an arithmetic operation (using 
either numeric constants or numeric variables) or the value 
of a numeric variable, 
Example: 
10 PRIN “HELLO” 

Dispiays the word HELLO, 
or 
10 PRINS + 6 

Displays the result of adding 5 and 6 11). 
or 


10 PRIN “THE NUMBER IS ”,A 


Displays the line in quotes, followed by the numeric value 
of A. 


SS 


a eee eee eee] | APPENDIA 


Tnis causes the value of a stting variable to oe displayed. 
Example: 
10 SET A$ = “HELLO” 
Assigns the string “HELLO” to string variable A$. 
20 PUT A$ 


Displays the value of string variaole AS. 


This is used to “read” items from a DATA statement and 
assign that data fo a variable or variables, specified by the 
READ statement, Each time the READ statement is executed, 
the next item in the DATA statement (or block of statements) 
is read and a new value (the value of the data item being 
Tread) is assigned to the variable(s) in the READ statement. 


If a READ statement does not assign all data items to 
variables, the next READ statement assigns following data 
items. If there are no more READ statements, the leftover 
cata items are unused. If all data items are used before all 
READ statements are executed, the next READ statement 


gets the first data item again. 
READ and DAIA cannot be executed as commands. 


Example: See DATA keyword for example. 


REMark is used to insert comments or nojes to yourself. It is 
often used to name a suoroutine. The ccmments you insert 
with a REM statement are displayed when the program is 
listed, but do not appear when the program is run. During 
program run, the computer skips over REM statements. 


REM connot be executed as a command. u 
Example: 
50 REM target subroutine 


(dentifies the subroutine when the program is listed. 


This is used fo assign a value to a string variabe when a 
program is being written. The value assigned musi be a 
string, up to 20 characters long, enclosed in quotation 
marks. 


Example: 
10 SET A$ = “JUNK” 


Assigns the string “JUNK'"' to string variable A$. Value is 
assigned when you write the program. 


CATEGORY: MONITOR COMMANDS 


Loads a specific program Into ihe computer's memory from 
an audio cassette tape. (See APPENDIX B.) A program is 
loaded by its assigned name. 

Example: 

CLOD GAME 


Copies a program named GAME from cassetie tape into 
computer memory. 


Saves a program from computer memory to audio cassette 
tape, after the program has been given a name, 


Example: 
CSAVE GAME 


Assigns the name GAME tc a program and saves it from 
memory onio tape. 


Verifies that a program saved on audio cassette matches 
the original program stored in memory. The program name 
must be given before the program can be verified. 


Example: 
CVRF GAME 


Verifies that the program GAME stored on taoe matches the 
program GAME stored in memory. 


Ths deletes a line or a group cf lines from a program. (See 
page 28.) When deeting a single line, the word DEL Is 
followed by the number of the line to be deleted, When 
deleting a group of lines, the word DEL is followed by the 
number of the first line in the group, a comma, then the 
number of the last line in the group. 


eee Se 


ee 


Examples: 
LIST 


Lists entire program. 


This erases a program from memory and resets any 
var ables to zero. It does not erase moving objects or free 
the memory space that they are occupying. 


, 
J 
» Examples: LIST 10 
DEL 10 Lists statement 10 only. 
J] Deletes statement 10, LIST 10,60 
] 
: DEL 10,50 Lists all statements from 10 to 60. 
, Deletes all statements from 10 to 50, 
' 
, 
| ae sens This gives a list of BASIC keywords, commands, functions, 
: routines, cartridge functions and cartridge routines, There 
] Allows you to print out a list of all statements ina program, are six sub-menus. For a complete |ist of menu corrmands, 
) a single statement in a program or a group of slatements see page 32. 
1 In a program, To list the entire program, type LIST alone, To 
list a single statement, tyoe LIST followed by the line number Example: 
q of the statement, To list o group of statements, type LIST, the 
) line number for the first statement in the group, a comma, MENU 1 
} then the line number for the last statement in the group. 
Press the «ey to stop listing before the program list- Displays a list of all keywords used in Intellivision BASIC. 
, ing is completec. 
) 
J 
) 
| 
; 
{ 


Example: 


Type NEW and press [RIN ], 


This tells the computer to execute a program that is stored 


In memory, 
Example: 
Type RUN and press [RIN J, 


CATEGORY: FUNCTIONS 


A function is a way of representing a numeric value that 
has c special significance. A function is used in the same 
way as a variabie, and is in fact a type of variable, Most of 
the functions below cre used to manipulate ano control 
moving objects, (For a further discussion of ths particular 
use of functions, see page 36.) 


The function NAME (2 letters) is followed by a NUMERIC 
VALUE In parentheses (either a number or a numeric vari- 
able) This tells the computer what the object cr value the 
function relates to. It is called an ARGUMENT. 


The function |s set equal tc a numeric value which gives the 


computer specific information about the argument, This 
numeric value can be changed to alter the nature of the 
argument in some way. 


MOVING OBJECT FUNCTIONS: 


Pico 


Sets the color for a moving object. The object number (from 
0 to 7) follows the funotion name, In parentheses, The func- 
tion is set equal to a number code for the color (a number 
from 0 to 15), Number codes for colors are as follows: 


O = Black 6 = Yellow 44 = Brown 
1 = Blue 7 = White 12 = Pink 
2 = Red 8 = Gray 43 = Light Blue 
3 = Tan 9 = Cyan 14 = Yellow-Green 
4 = Dark Green 10 = Orange 45 = Purple 
5 = Green 
Example: 
COj(3) = 6 
Sets color of object 3 to yellow. 
or 
10 A = CO(3) 


EE ———— 


SeCeVEVUVVUVEVUVUEVUEVUU VV VUUEVES EU FU 


Stores the number for the current color of object 3 as 
varlable A. 


20 PRIN A 


Displays the number for the current color of object 3. 


Use to display a porticular picture in an animation se- 
querce for a moving object, The argument is the moving 
object number, The function is set equal to the number of 
the picture's position in the sequence, This can be a 
number from 0 to 15. (There are 16 possible pictures in a 
motion sequence.) 


Tells you the position number of the current picture being 
displayed in an animation sequence. 


Examples: 
PC(1) = 4 


Displays the 5th picture in the animation sequence of ob- 
ject 7. 


or 


10. A = PC(1) 


APPENDIX A 
Stores the number of current picture being displayed, as 
variable A. 

20 PRIN A 


Displays the current picture number. 


Use to set the speed at which an object moves through its 
animation sequence, Argument is the object number, Func- 
tion is set equal to any number from 0 (slowest) to 63 
(fastest). 


Displays the number for the current sequence speed at 
which a moving object is set, 


Examples: 
SQ(1) = 25 


Sets the speed at which object 1 goes through its animation 
sequence at a mcderate speed. 


or 
10 A = SQ(1) 


Stores current sequence speed of object 1 in variabie A. 


20 PRIN A 


Displays current sequence speed of object 1. 


Causes a moving object to appear or disappear, Argu- 
mert is object number. Function can be set equal fo 4 or 
—1, -4 causes cbject to disappear. 1 causes object to 
reappear, 


Displays the numoer for the current visibility status of an 
object. 


Examples: 
VS(1) = -1 
Causes moving object 1 to disappear. 
or 
10 A = VS(1) 


Stores number tor current visibility status of object 7 as 
variable A. 


20 PRINA 


Displays number for current visibility siatus of cbject A. 


Turns a moving object so that it faces the opposite direc- 
tion. Argument is object numoer. Function can be se* equal 
to 1 or —4. 4 turns object in opposite direction. -4 returns 
object to original direction. 


Displays the number for the current horizontal mirror status 
of on object. 


Examples: 
XM(1) = 1 
Turns moving cbject 1 to face the opposite direction. 
or 
10A = XM(1) 


Siores the current horizontal mirror status of object 1, in 
variable A. 


20 PRIN A 


Displays the number for the current horizonia! mirror status ‘ 
oh Doubles the wicth of a moving object. Argument is object 
= as Totzontal Rostion) number. Function can be set equal to 4 or — 1, 1 doubles 


the object width. —4 returns object to original shape. 


APPENDIX A 


Sets the horizontal screen position of a moving object. 

Argumert is object numoer, Function can be set equal to Dsplays the number for the current width of an object. 
any numeric value from 0 (off the left side of the screen) to 

167 (off he right side of the screen). Examples: 


Displays the number for an ob,ect’s current hoizontal xs(1) = 1 
screen position, 
Doubles ihe width of object 1. 
Examples: 
or 
XP(1) = 90 
10 A = XS(1) 
Moves object 1 slightly rignt of center screen. 
Stores the number for the current width of object 1, as 


or variable A. 
10 A = XP(1) 20 PRIN A 
Stores the number for object 1's current horizontal screen Displays the number for the width of object 1 


position, as variable A. 
20 PRIN A 


Display the number for opject 1's horizontal screen position. 


Se’s the velocity at which an object moves vertically across 
the screen, Starts the object in motion. Argument is object 
rumnber. Function can be set equal to any number from 
-/27 to 127, Negative numbers move object from bottom 
to tap of screen, Positive numbers move object from top to 
octtom of screen. 


Displays number for current vertical velocity of a roving 
object, 


To stop vertical movement, set function equal to 0, 
Examples: 
YV(1) = -20 


Starts object 1 moving vertically up the screen, at slow 
speed. 


or 
140A = YV(1) 

Stores current vertical velocity of object 1, as variable A. 
20 PRIN A 


Displays vertical velocity of object 1. 


OTHER FUNCTIONS: 


Sets the background color of 
a specific rectangle, or 
“card”, on the screen, The 
screen Is civided into 240 
cards on a 12 by 20 grid, 
number from 0 to 239, 


(Background Color) 


Argument of the function is the card number. Function can 
be set equal *o any of the 16 color numbers (from 0 to 15). 


See color list on page 58. 


Displays the number for the background coor of a par- 


ticular card on the screen. 
Examples: 
10X = 0 

Assigns a value of 0 to X. 


20 FOR A = 0 TO 239 


Sets up a loop that repeats 240 times, with a new value 
assigned to A each time the loop repeais, starting at 0 and 
ending with 239, 


30 BK(A) = X 
Sets the background color cf ‘‘card’’ A (the current number 
value of A) to the current numeric value of X, starting with 0 
(black). 

40X = X+1 


Increases the value of X by 1 each time the loop is ex- 
ecuted, 


50 IF (X=3) X=0 
Reseis X to 0 when it reaches a value of 3, thus restricting 
the background colors displayed to 0 (black), 1 (blue) and 2 
(req). 

60 NEXT A 


Returns the computer to line 20. 


Allows you to format the manner in which numeric dara will 
be disployed on the screen or printed on a printer 


The argument cf this function can be a number from 0 to 4. 
The argument establishes how many numbers will be 
displayed on a line, the color in which they wl be 


cispiayed and wheiner they will be displayed in decima! or 
scientfic notation. 


FM(0) sets format of 2 decima| numbers per line, right justi- 
fied. The number to whicn the function is set equal deter- 
mines the number of digits right of the decimal, (Maximum 
7 digits right of decima..) 
Example: 
A = 10.7536 

Assigns a value to variable A. 
B = 20.8424 


Assigns a value to variable B. 


FM(0)=3 
Sets format for 2 numbers per line, with 3 digits right of 
decimal point. 
PRIN A,B 
Displays: 
10.754 20.842 


APPENDIX A 


FM(1) sets format of 1 decimal number per line, tight justi- 
fied, The number to which the function is set equal deter- 
mines tne number of digits displayed to the tight of the 
decimal, (Maximum 7 digits right of decimal.) 


Example: 
FM(1)=2 


Sets format for 1 number per line, with 2 digits right of 
decimal point. 


PRIN 7.673 
Displays: 
7.67 


FM(2) sets format of 2 numbers per line, displayed in scien- 
tific notation, The function can be set equal to any number 
— the number displayed in scientific notation will always 
have 3 digits lett of the E and 2 digits right of the decimal 
point. 


Example: 


10 A = 936000 


Assigns a value to variable A. 


20 B = 22500 


Assigns a value ‘o variable B. 


30 FM(2)=0 
Seis format for 2 numbers per line, expressed in scientific 
notation. 
40 PRIN A,B 
Displays: 
9.36E5 2,25E4 


FM(3) sets format of 4 number per line, d splayed in scien- 


tific notation. The function can be set equal to any number, 


See FM(2), 
Example: 
10 X = 4320 
Assigns a value to variable x. 
20 FM(3)=7 


Sets format for 1 number per line, expressed in scientific 
notation. 


Displays: 


) 
30 PRIN X 
] 
4,32E3 


FM(4) sets the color In which characters will be disolayed. 
Function may be set equcl to a number be‘ween 0 and 7. 
(See color code list on page 58.) If not set, the function 
defaults to FIM(4)=0. 
Example: 
FM(4)=7 

Sets color of all characters displayed to white. 
PRIN 1 


Displays the character 1 in white. 


This deletes (“truncotes") all numbers right of the decimal 
point in a dacimal number. The argument for the function is 
the decimal number. This number must be within the range 
32767 to -32767, 


APPENDIX A 


Example: 
A = IT(1.23) 


Changes all digits right of the decimal point to 0 for tne 
number 1.23. Stores tne resulting integer as variable A. 


PRIN A 


Dispiays: 1.00 


Generates a randomly selected number from 0 to 99. The 
argument for the function is a “dummy” argument, which 
means that it can be any number. (0 is commonly used.) 

Example: 

A = RN(O) 


Selects an integer from 0 to 99 at random and stores it as 
variabie A. 


PRIN A 


Displays the random number selected. 


SSS SSS SS SS SS SSS SSS 


CATEGORY: ROUTINES 


Returns the distance between two moving objects and 
stores that distance in the variable D (which can be dis- 
played with a PRIN statement), Requires that the number of 
one object be assigned to N and the number of the otner 
object be assigned to M. If objects occupy different hori- 
zontal ane vertica positions, the DIST routine will return the 


SUM of the horizontal and vertical distances between them. 


Example: 
YP(0) = 10 


Sets the horizontal position of object 0 at 10 (lett side of 
screen), 


YP(0) = 10 
Sets the vertical position of object 0 at 10 (top cf screen). 
XP(1) =10 


Sets horizontal position of object i at 19 (same as object 0). 


YP(1)=20 


Seis vertical pcsition of object 1 at 20 (10 units lower than 
adject 0). 


N=0 
Stores object number 0 as variable N. 
M=1 
Stores object number 7 as variable M. 
CALL DIST 
Returns the distance between object 0 and obiect 1. 
PRIN D 


Displays the distance between object 0 and object 1. 
(Result: 10.00) 


Generates a “noise” with variable envelope, period, length 
and channel, for which values must be set. (See envelope 
description on page 42.) Range of values for each variaole 
are as follows: 


eseTvvvvuvvvvuvvevueveueeeeeeuuee ue 


C (channel): 0 to 5 

P (period): 0 to 34 (4 produces highest pitch, 34 and 0 pro- 
duce lowest pitch.) 

L (length): 0 to 65,000 

E (envelope) 0 to 15 (see below) 


Envelcape values (other numbers between 0 and 4 nct 
listed duplicate effects noted below): 


0 Decay only. Sound drops from peak & stops. 
4 Attack only. Sound rises to peak & stops. 
8 Decay only repeats indefinitely. 
10 Alternates indefinitely between attack and decay, start- 
ing with o decay. 
41 Initial decay, followed by a sustain of peak volume. 
42 Attack only repeats indefinitely. 
43 Initial atack, followed by sustan of peak volume. 
44 Atternates indefinitely between attack and decay, start- 
ing with ottack. 


Example: 
10C=0 

Selects channel 0 for noise io be generated tnrough. 
20 P=11 


Selecis a mid-range pitch for the noise. 


APPENDIX A 


30 L= 10000 

Sets the length of the erivelope. 
40E=0 

Sets envelope for decay only. 
50 CALL ENVN 


Generates noise. 


Same as ENVN, except tone is generated instead of noise 
and range of values for period is 0 to 4095, with 0 proauc- 
ing the highest pitch and 4095 the lowes: pitch 
Example: 
10C=3 

Selects channel 3 for tone to be generated through. 


20 P=200 


Selects a high pitch. 


30 L=10000 Example: 
Sets the length of the envelope. 100=1 

40 E=0 Assigns 1 as the moving object number. 
Sets envelooe for decay only. 20N=2 

50 CALL ENVT Selecis picture 2 jor moving object 1. 
Generates the tone. 30M=5 


Sets an animation sequence of 6 pictures, starting witn pio- 
GRAB (Grab) ture 2 


Displays and stores a defined moving object in merrory, for 40 D=2 
use In programs, Object definition requires that values be 
established for object, picture, number of pictures in ani- Set double resolution for moving object 1, so both top and 
mation sequence, and resolution, (See discussion cn page bottom will be displayed. 
40,) Range of possible values: 
50 CALL GRAB 
O (object): 0 to 7 
N (picture): 0 to 427 Displays the moving object and stores it in memory. 
M (number of pictures in sequence): 0 to 15 
D (resolution) 0 to 2 


Use of the GRAB routine requires that an Intellivision® game 
Temporarily uses variables W, X, Y and Z. cartridge be inserted in the cartridge port. 


P HAND banal 


10 CALL HAND 

’ Displays number representing last control pressed on Hand 

} Controller. Stores this value as a variable. Number values Checks the last control pressed on a Hand Controller and 

i for controls are: stores the numeric value for that position as variable H or A. 

: Disc: —1 to —46 (starting at —4 and decreasing clockwise) 20 IF (H > 0) GOTO 10 

if Disc is being pressed when HAND is called, 

‘ If any key on keypad is being pressed, ‘gnores that key and 
104 to —416 (starting at - 104 and decreasing clockwise) returns to fine 10. 

if Disc has been released when HAND is caled, 

] 30 IF (H < —99) GOTO 10 

} NUMBER VALUES FOR THE DISC ARE STORED AS VARIABLE H. 

' If Disc has been released, ignores valus of H and returns to 
Keypad: 0 to 14 (Clear Is 10 and Enter is 41) if key Is being line 10. 

’ pressed when HAND is called. 100 fo 110 if key has been 

) released when HAND is called. 40 XP(0) = -—H * 10 

NUMBER VALUES FOR THE KEYPAD ARE STORED AS VARIABLE H, If Disc is currently being pressed, changes value of H to 

, positive number, multiplies it by 10 and uses ii to set the 

] Action Buttons: 0 — No button being pressed when HAND Is horizontal position of object 0. 

| called, 4 — either top bution being pressec, 2 — lower left 
button being pressed, 3 — lower right button being 50 GOTO 10 

| pressed. 

, Sends the computer back to line 10 to repeat the loop. 


) NUMBER VALUES FOR THE ACTION BUTTONS ARE STORED AS 
VARIABLE A. 


This routine kills all sound generated by other routines (tone 
Or noise). 


To stop the sound on one channel only, set the volume or 
envelope values on that channel to zero, 


Example: 
CALL HUSH 


Stops generation of tone or noise, 


Gives two objects the same velocity and maintains a con- 
stont distance between them. Velocity set for the SMALLER 
object number determines the velocity at which both ob- 

Jects will nove, 


Requires that O be set equal to the LARGER object nurrber 
of the two objects being moved, 


Horizontal and vertical velocities set for the LARGER object 
number does not affect velocity, out instead sets the heri- 
zontal and vertical distance that will be maintained be- 
tween the two objects, as they move, 


Example: 


100=1 


Assigns 1 as the moving object number. Objects 0 and 1 
will be linked, 


20 CALL 
Links objects 0 and 1, 
30 XV(1) = 10 


Seis the horizontal distance to be maintained between ob- 
Jects 0 and 1 


40 YV(1) = 5 


Sets the vertical distance to be maintained between objects 
Oand 1. 


50 XV(0) = 10 


Sets the horizontal velocity of both objects at slow speed 
and moves objects across the screen, from lett to right. 


Generates a “no'se” sound with variaole channel, period 
and volume, Range of values that can be assigned to vari- 
ables are as follows: 


Ce en ee ee 


Vovevevsevs vs ess ssesesessesvsvvs es 


C (crannel): 0 to 5 

P (period): 0 to 34 (4 produces highest pitch while C & 34 
produce lowest pitch) 

V (volume): 0 to 15 


Example: 


10 C= 
Selects channel 2 for noise to be generated through 


20 P=18 
Selects mid-range pitch. 


30 V=15 
Selects peak volume. 


40 CALL NOIS 
Generates noise. 


To stop noise, type CALL HUSH and press [RIN 


Sets the period of a tone to be generated to a particular 
note on a musical scale that ranges from 0 (low note) to 95 
(high note), Does not generate a tone, unless used with the 
TONE routine. Requires that a value from 0 to 95 be set for 
N (rote). 


APPENDIX A 


Example: 
10 N=20 

Selects note 20 from musical scale of 0 to 95. 
20 CALL NOTE 

Sets value of P (veriod) to that cf note 20. 


30 CALL TONE 


Generates tone with period set by NOTE routine. 


Directs listings of programs either tc the TV screen or to a 
orinter, depending on the volue assignec to D. When D = 
1, program lists on the screen, When D = -14, program lists 
on orinter If no value is set for D, program lists cn screen oy 
default. 


EXAMPLE: 
D=-1 
CALL OUTP 
LIST 


Instructs computer to PRINT the listing of the program 


Stored in memory, rather than displaying it cn the TV 
screen. 


Use of the QUTP routine requires that a printer be hooked 
4p to your Computer Adaptor. 


Displays a moving object on screen without permanently 
storing it in memory. Does not allow object tc be animated 
or used In a program, Temporarily uses variaoles U, V, W, x, 
Y and Z. Requires that values be set for object, picture and 
resolution, (See GRAB routine for range of values.) 
Example: 
O=2 

Assigns 2 as the moving object number. 
N=0 

Selects picture 0 for moving object 2. 


Din 


Selects single resolution, so only top OR bottom hali of op- 
Ject will be displayed, 


CALL SHOW 


Displays moving objeci, but does not store it in memory. 


Use of the SHOW routine requires that an Intellivision® car- 
tridge be inserted in the cartridge oort, 


Generates a tone over which you control period (which 
determines pitch), volume, and the channel through which 
the tone will be generated, 


Range of values that can be assigned to variables are as 
follows: 


C (channel) = 0 to 5 

V (volume) = 0 to 15 

P (period) = 0 to 4095 (0 produces the highest pitch and 
4095 produces the lowest pitch) 


Example: 
Cc=0 


Selects channel 0 for tone io be generated through. 


He Sse 


ee 


APPENDIX A 


2 Vad Example: 
4 Selecis maximum volume. A$ = “Hello” 
» P=200 Af is a string variable. “‘Helio"' is a string constant. 
@ Selects high pitch, Numeric variables can be labeled with any one of the let- 
@ ters of the alphabet. 
a CALL TONE 
a There are 3 string variable labels: AS, BS and CS. This 
a Generates the tone. means a maximum of 3 string variables per program, Each 
string varicble can be assigned a value up to 20 
e characters long. 
2 To stop tone, type CALL HUSH and press [RIN ]. 
CONSTANTS & VARIABLES IN PROGRAM STATEMENTS 

a) CONSTANTS AND VARIABLES PRIN may be followed by: 
a A constant is a value — nuneric or string — that does not @ ONE string constant up to 20 characters long, that |m- 
» change. mediately follows tye keyword, Example: PRIN “HELLO” 
2 A variable Is a value — numeric or string — that can andior 
a change. 
2 @ ONE or MORE numeric constants, variables (up to 7) or 

Example: arithmetic expressions, separated from each other by 
2 commas, 
2 A= 10 
2 Examples: 

Ais a numeric variable ‘0 is a numeric constant. 

@ PRIN A,B,C,D 


PRIN “THE NUMBER IS ”, A 

PRIN “THE ANSWER IS", A+B 

INPU may be followed by: 

@ ONE or MORE numenc variables (up to 7) 
Example: INPU A, B, C 

or 


@ ONE string constant up to 20 characters long, im- 
mediately following the keyword, with ONE or MORE 


numeric variables, separated by commas, after the string. 


Example: INPU “THE NUMBERS ARE ", A, B 


GET 
PUT may be followed by ONE string variable. 


Example: PUT AS 


Assign Statements: 


@ To assign a value io a NUMERIC VARIABLE wnen you write 
a program, use a simple assign statement. 


Examole: 10 A=5 
@ To assign a value fo a STRING VARIABLE when you write a 
program, use a SET sta‘ement. 


Example: 10 SET A$="HELLO” 


Variable values may be assigned and changed using 
commands instead o* program statements. This allows you 
to save the memory soace required for the line numbers of 
assign statements, 

Example: 

A=5 

B=7 


JO PRIN “A+B=",A+B 


— 


rrr rere annnanananannan 


) 


B©Soeyned FSH HHH HHH V DS DD 


ARRAYS 


An array is a GROUP OF VALUES assignec to a variable. 
Each individual value ir the group occupies a “sot” in the 
array, The number o* slots is established by a DiMension 
statemen’. An irdividua' value (called an element) can be 
used in a program statement in exactly the same way as 
any other value. 


Only NUMERIC arrays are possible in Intellivision® 3ASIC, 
There are 3 numeric arrays AA, AB and AC. This means a 
maximum of 3 numeric arrays per program. 


Each array may be dimensioned with up to 250 elements 
(numbered 4 to 250). 


PUNCTUATION 

COMMAS are used to separate constants, variables or 
data items from each other when these are used in a com- 
mand or statement, 

Example: 

PRIN A,B,C 


10 DATA 10,20,30,40 


50 PRIN “THE ANSWER IS ",X 


APPENDIX A 


QUOTATION MARKS are used to define a literal string. 
Example: 

PRIN “INTELLIVISION” 

10 PRIN “THE SUM OF A + BIS", A+B 

PARENTHESES are usec to enclose the argument of a func- 
tion or the condition cf an |F statement. 

Example: 

col) = 5 

30 IF (A < 10) GOTO 90 


q 
vovovo opm 


Three BASIC commands contro! cassette recordings cf your 
programs. These are: 


CSAV...This copies the BASIC program from memory to 
cassette, 


CLOD., This loads a pregram frorn cassette Jape back into 
memory. 


CVRF,,.This compares ¢ program saved on tape to the pro- 
gram stored in memory ard verifies that they match. 


Each of these commands is followed by a program name, 
up to 4 characters long, Example: CSAV PROG (The use of 


d name |s optional, bul if you don't specify a name, It is dif- 


ficult to load a program wthout knowing EXACTLY where it 
is located on tape.) 


With or without a name, the steps for saving, loading or 
verifying a program are as follows: 


4. Type the command CSAV, CLOD or CVRF, followed by 
the progran name. Then press . The compute’ will 
display the word SET. (Whe you verify or load a program, 
be sure to type exactly the same name that you used to 
save tne program.) 


2. Use the FAST FORWARD or REWIND keys on your cassette 
recorder to position the tape at the point where you plan 
to save your program, or at the beginning of the program 


you plan to load. (Always keep an accurate written record 
of wrere ycur programs start and end on the taoe 
counter.) 


3. After the ‘ape is positioned, press ANY KEY OR THE DISC 
ON EITHER HAND CONTROLLER. The computer wil display 
the word GO, 


4, Now press (PLAY) ‘to oad or verity) or AND 

RECORD } ito save! on the cassette recorder. The tape 
begins when you press ANY KEY OR THE DISC ON THE HAND 
CONTROLLE?, 


OVAF PROG Lop Proc 
VERP Lox 


One of the above messages shows on the screen, depend- 
ing on which command you used, The save is completed 
when the cursor shows again. 


When LOADING, the computer first displays: LOAD PROG, 
This fells you which program the computer is searching for 
When a program is found, the computer displays the name 
of the found program If the found program matches the 
Program beng searched for, the computer loads the 


found program into memory. If the two names do not 
match, the computer continues searching, until it finds the 
correct program or you press the key. If you have 
missed the correct starting point on fape for your Program, 
the computer will not be able to find It, Rewind the tape 
and try again, When the load procedure |s completed, the 
cursor will appear again, 


. 


When VERIFYING, the computer reads every program it en- 
counters on the tape and displays the program name to 
the right of the VERF message, When it reacs a program, it 
checks two things: 


@ the program name 
B® the program data 


I NEITHER the program name nor the program data found 
matches the program in memory, the program name Is col- 
ored gray, The computer continues searching for the 
matching program, 


If the program name DOES NOT MATCH, but the program 
data DOES, the program name remains colored black on a 
green background, and the search continues, 


If the program name DOES MATCH, the search stops, the 
Cursor appears and the computer checks the program 
data, 


ee Se eee ee ee ee ee Oe a es ea a er a 


APPENDIX B 


If If the program data matches, the VERF message remains 
colored yellow on green, The program name remains 
black on green, 


@ If the program data does not match, the VERF message 
and the program name ore colored gray, 


NOTES: After a CSAV, CLOD or CVRF command is entered, 
its execution can be haltec by pressing the key, 


Always use cassette tapes no longer than 30-60 minutes in 
length (C30 or C60 tapes), Remember to move your tape 
beyond Its plastic leader when saving or loading or you will 
lose data, 


Keep an accurate writen record of your programs, In- 
cluding name and start and end positions on the tape, Use 
the tape counter on your cassette recorder to get accurate 
start and end positions, 


Try 10 put no more than one or two programs per side on a 
cassette tape. Save the same program two cr three times 
I) Q row, This assures you of an accurate save and reduces 
the chances of missing your program when loacing, In ad- 
dition, always make a oackup (duplicate) tape of pro- 
grams you plan to save ‘or a long time. 


DO NOT place your cassette tapes on top of the TV set, in 
fron’ of the screen or near any other electrical devices 


which generate a strong magnetic field. 


APPENDIX C 


Aemory 


MEMORY 
Your computer uses two kinds of memory — ROM and RAM. 


ROM stands for Read Orly Memory and is the computer's 
permanent memory. You cannot erase, change or add to 
data stored in ROM, You can only tell the computer to read 
and use this data. Most of the computer's internal operat- 
ing instructions are stored in ROM, as well as the built-in 
BASIC and tne “interpreter” that translates BASIC into the 
assembly language that the computer understands Your 
Intellivision® games are also stored in ROM cn your game 
cartridges 


RAM stands for Random Access Memory This is your com- 
puter’s “working” memory, the memory that you can use. 
You temporarily store data in RAM when you write a pro- 
gram or load a program from cassette tape. But RAM is not 
permanent, You erase everything stored in RAM wnen you 
turn your Master Component off or press the RESET button. 


The length of program you can write is determined by the 
amount of RAM you have available. Your Computer 
Module has a maxirnum of 2048 bytes of RAM available. A 
BYTE is the amount of memory needed to store one charac- 
ter or space that you type. 


If you run out of memory ir the middle of writing a program 
or command (say, to display a moving object), the entire 
line at which you ran out of memory will “urn gray wnen 


you press [RIN ]. 


ERRORS 


The computer ‘esponds to different types of errors in diif- 
ferent ways, Some errors show up as soon as you enter a 
command or program statement. Others don’t syow up un- 
fil you run your program, 


When you enter a statemert or command, the computer 
color codes everything that it understands. If it understands 
enough to execute the statement or command, It leaves 
the line as is. If it does not understand enough to execute 
the statemen* or command, it re-colors everything that it 
understood gray (leaving the rest uncolored), 


IMPORTANT: If you type a statement or command incorrect- 
ly, the computer may recognize enough to execute It IN A 
DIFFERENT WAY THAN YOU INTENDED. For example, if you 
type PRIN AS, the computer will color PRIN A, It will then look 
for a NUMERIC value of A. If it does not find one, it will as- 
sume a value of 0 and print 0.00. It will NOT print the 
STRING value of AS, since you must use tne PUT keyword to 
prnt a string variable. 


. | 


€ 


a ce 


] If you LIST a program containing non-executable state- 
ments, those statements will be displayed in white 
characters, 


If you RUN a program containing non-executable state- 
ments, those statements will be listed in white characters 
before the program starts. Non-executable statements will 
then be skipped over during the program run. 


Up to five subraurines can be nested before a RETURN 
statement must be executea, Any nested subroutines 
beyond the maxinum are listed in black during the pro- 
gram run, out otherwise ignored. (Nested subroutines are 
explained in tne Step-By-Step Guide To Home Computing 
book.) 


Attempts to divide by zero are refused with a short whistle 
from your TV speaker. 


If you attempt to snter a cormmand or statement with insuffi- 
cient memory, the entire line is displayed in gray when you 
press [RIN |. Atempts to display a moving object using a 
GRAB routine result in a long whistle, 


If you try to use tre SHOW or GRAB routines without a car- 
tridge inserted, you hear a long whistle. 


—————————————————————————— 


COLOR CODES FOR BASIC PROGRAM ELEMENTS 


Each of the elements of a program turns a specific color 
when enterec with the CRIN] key. 


Bement Charaeferssackground 
CINEINUMBERS ertrradiert nesta ire ty wero Tan/Green 


(at the beginning of a line or following a GOTO or GSUB 
keyword) 


BASKG REY WORDS inuiicanitarinimae sae Mans rst Black/Pink 
(PRIN, GOTC, etc.) 
EU ERAUSTRING Senate cod Mustiinriieti eer at «+ Yellow/Blue 


(characters enclosed in quotation marks 
Example SET A$ = “Hello” or 
PRIN “40 + 17°) 
CONSTANTS . . . .Black/Light Blue 
(six or fewer numbers with or without a decimal point) 


NUMERIC VARIABLES ........., . Black/Yellow 


(a single alphabetic character that represents a numeric 
value) 


Color Code 
Element CharactersiBackground 


STRINGS: VARIABLES): 55 scicsss cpacatsen sdivcan a eee ckeoereate Blue/Yellow 
(AS, BS and CS, used to represent a literal string) 


RUNGTIONSiri-cuttunsc vince itv nteaen nipirey WhiteiBlack 


(the 2-character function NAME IE only, including array 
variable names. Function argument is color coded as a 
numeric constant or variable, whichever is Used, (Exolana- 
tion of functions on page 58.)) 


ROUTINE NAMES ........ pa dyecatu beh ara eo tear White/Blue 
(SHOW, GRA3, TONE, ENVN, sae 

TEXT . - Yellow/Brown 
(any hereetes jsletiae, a REM kewad)) 

ARITHMETIC OPERATORS ....... . 0. e ccc eue Green/White 
(+,-.", 7 and parentheses) 

RELATIONAL OPERATORS....... 00.0000 ensues Black/Tan 
(=, < or > used to compare two values) 

DELIMITERS? sriuttemnen cclcanrivts nema athlon tytact -Blue/White 


(any character usec to tell BASIC where something starts or 


ends. Includes commas, quotation marks, parentheses and 
sometimes the = sign or the word “to”. 


Example: FOR A = 470 3 
SET AS = “HELLO” 


MONITOR COMMANDS (RUN, LIST, NEW, etc.) are displayed 
in black characters against the standard green back- 
ground, just as typed, 


When you LIST a program, it is displayed in black charac- 
ters against the stancard green background : 


SPECIAL EDITING TECHNIQUES 


The use of ARROW KEYS to move the cursor and correct er- 
rors is described on page 22. These same keys can be 
used in even more spec'fic ways to make program writing 
easier, 


ter of the command, type that letter, then press the UP or 
DOWN ARROW key instead of [RIN]. 


REPEAT A PROGRAM LINE, Move the cursor over the first 
character of the line number. Type a new line number and 
press the UP or DOWN ARROW key instead of [RIN ]. The 


entire line will now appear twice when listed — once with 
the old line number and again with the new line number, 


‘ 
i 
| 
RE-EXECUTE A COMMAND. Move the cursor over the first let- 
‘ 
' 
| 
| 
| 


REPEAT A PROGRAM LINE WITH SOME ELEMENT CHANGED. 
Move the cursor over the first character of the line number. 
Type a new line number. Use the RIGHT ARROW key to 
move the cursor right to the character(s) you want 
changed. Type the new characters. Then press the UP or 
DOWN ARROW key instead of |, When you list the pro- 
gram, the line will appear in is original forn with the old 
line number and in its altered form with the new line 
number, 


Example: To type 10 X = 0 
20Y =0 


Position the cursor over the 4 in 10 and type 20. Move the 
cursor right to the X in line 10 and type Y. Then press the UP 
or DOWN ARROW key instead of F 


TO TRUNCATE PART OF A LINE, Move the cursor to the las* 
character which you wish to irclude in the line, Type that 
character ana press the UP or DOWN ARROW key instead of 

. Everything to the right of the character you typed 
will be deleted. 


APPENDIX C 


GLOSSARY OF TERMS 


ARRAY. A group of values numbered and stored in Q par- 
ticular order under a single variable label, 


ARRAY ELEMENT. An individual value in an array. 


ARGUMENT. A numeric value enclosed in parentheses, 
which represents the object or value on which a function 
will operate. 


ASSEMBLY LANGUAGE. The math-based language which the 
computer directly uncerstands without an “interpreter”, 


BASIC. A “high level” programming language, based cn 
the English language. Stands for Beginner's Al -Purpose Sym- 
bolic Instruction Code. 


BRANCH. To divert program execution to an alternate point 
in the program and continue execution from there, 


BYTE. The amount of memory space needed to store a 
single typed character, 


COMMAND. An instruction written without a line number 
and executed immediarely after [RI N is pressed, 


CONSTANT. A value that coes not change. 


—————E 


2 eT 


CURSOR. The small square that indicates the next screen 
position in which a character will appear when typed. 


DATA. Another word ‘or information. 


DIMENSION. The number of individual values (elements) in 
an array, 


EXECUTE. To carry out, as to “execute a command”, 
FUNCTION. A way of representing a number value that has 
Q special significance In regard to an object or ancther 
value. A special kind of variable, 


HARDWARE. “he actual mechanical, magnetic and elec- 
tronic structure of a computer and its peripherals. 


HOME POSITION. The upper left corner of the screen. 


INCREMENT. (noun) The amount by which a value increases 
(verb) To increase in value. 


INTEGER. A whole number. 

KEYWORD. A BASIC word that has a special meaning when 
used in a command or statement. The “building blocks” of 
a program, 


LOOP. A repeating group of statemen’s. 


MONITOR COMMAND. 1 general, a cemmand that tells the 
computer to do scmething with a program that has been 
written or loaded into memory. 


MOVING OBJECT. Any of the objects which appear in a 
game stored on an Intellivision® game cartridge; i.e., 
baseball players, robots, aliens, submarines, etc. 


OUTPUT, Data that the computer gives you in any form 
(displayed on a TV screen, printed on paper or stored on 
cassette tape). 


PERIPHERAL, A hardware device that connects to your com- 
puter to extend its capabilities. 


PROGRAM. A list of numbered instructions (slatements) that 
are stored until a RUN command is given, then executed In 
order, 


RAM (Random Access Memory). The “working memory” In 
which data is temporarily stored, Data in RAM can be 
edited, Data is erased when power to the computer is 
turned off. 


ROM (Read Only Memory). Memory in which data is perma- 
nently stored. Data in ROM cannot be edited. Data is not 
erased when power to the computer is turned off, 


ROUTINE. A “mini-program” written in assembly language 
and stored in ROM, which can be accessed by a BASIC 


a 


ww 


a a a a 


em te” ew Me ek ce ee” ee, | ee Gee ee i. 


command or statement. Routines allow you to co things 
which are not possible using the BASIC language alone. 


SCIENTIFIC NOTATION. A method of expressing very lorge or 
very small numbers. 


SOFTWARE. The externally stored programs with which a 
computer works, 


STATEMENT. A numbered instruction in a program. 
STRING. A group of characrers enclosed in quotation marks. 


TRUNCATE. To shorten a number or string by dropping digits 
or characters, starting from the right. 


VARIABLE. A value that con change. 


@ Clean the outer surface of your module with a clean 
cloth, either dry, dust-sensitive or only slightly dampened in 
mild, soapy water, 


@ NEVER use solvents or harsh detergents of any kind to 
clean the surface of the Computer Mocue. NEVER spray 
ANY kind of liquid on or near the Compuier Module, 


@ Be paricularly careful of moisture near the keyboard, 
Clean the keys with a DRY cloth or DRY scft brush ONLY, 


@ Never open the chassis of your Comptter Adaptor or 


Computer Keyboard, For service information, call one of 
these numbers: 


SERVICE/INFORMATION NUMBERS 


Eastern U.S 1-800-257-6185 
New Jersey residents, call direct or collect: 1-609-655-3533 
Western U.S. 1-800-421-2826 


California, Alaska & Hawali residents, call direct or collect: 
1-213-978-€850 


COMPUTER ADAPTER 


Mattel Electronics warrants fo the original consumer pur- 
chaser of its Intellivision® COMPUTER ADAPTER while in the 
United States that the product will be free of defects In 
material or workmanship for 90 days from the date of pur- 
chase under normal in-house use, 


During the warranty period Mattel Electronics will at its op- 
tion, repair or replace the product without charge for parts 
or labor, when returned postage prepaid and insured to a 
Mattel Electronics authorized service center with proof of 
date of purchase. Mattel Electronics reserves the right to 
utilize reconditioned parts in repairing the product or to 
utilize reconditioned units in replacing the product. 


This warranty excludes incidental or consequential 
damages resulting from the product or use of the product 
(some states do not allow the exclusion of incidental or 
consequential damages, so the foregoing exclusion may 
not apply to you). 


Please read the Owner's Manual carefully before using the 
product. In the unlikely event you do experience difficulty, 
please call one of the Mattel Electronics Service/Information 
numbers shown below. 


Units returned without proof of the date of purchase or units 
returned after the 90 day warranty period has expired, will 
be repaired or replaced (at our option) for a service 
charge. Call one of the following telephone numbers to ob- 
tain the location of the nearest service center and the 
amount of the repair charge. 


In the EASTERN UNITED STATES (800) 257-5185; 


NEW JERSEY RESIDENTS MUST CALL (609) 655-3533 
direct or collect; 


in the WESTERN UNITED STATES (800) 421-2826; 


ALASKA, CALIFORNIA, or HAWAII RESIDENTS MUST CALL 
(243) 978-6850 direct or collect. 


ATTENTION MILITARY PERSONNEL, if your Intellivision® 
COMPUTER ADAPTER requires service while on duty in a 
foreign country, you should contact the military exchange 
serving your area, 


IF YOU NEED SERVICE, CALL ONE OF THE SERVICE/INFORMA- 
TION NUMBERS ABOVE. 


a 


This warranty does not apply if the product has been 
altered or repaired by anyone other than a Mattel Elec- 
tronics authorized service center ot if the product has been 
subjected to purchaser abuse, accident, negligence, or 
damage subsequent to purchase. This warranty gives you 
specific rights and you may also have other tights which 
vary from state to state. 


You may write us, but DO NOT SEND PRODUCT FOR REPAIR, 
at the following address: 


Mattel Electronics, 5000 West 147th Street, 
Hawthorne, California 90250 


WARRANTY 


COMPUTER KEYBOARD 


Matte! Electronics warrants to the original consumer pur- 
Chaser of its Intellivision® COMPUTER KEYBOARD while in the 
United States that the product will be free of defects in 
material or workmanship for 90 days from the date of eur- 
chase under normal in-house use, 


During the warranty period Mattel Electronics will at its op- 
tion, repair or replace the product without charge for parts 
or labor, when returned postage prepaia and insured to a 
Mattel Electronics authorized service center with proof of 
date of purchase, Mattel Electronics reserves the tight to | 
utilize reconditioned parts in repair Ng the product or to | 
utilize reconditioned units in teplacing the product. | 


This warranty excludes incidental or consequential 
damages resulting from the product or use of the product 
(some states do not allow the exclusion of incidental or 
consequential damages, so the foregoing exclusion may 
not apply to you). 


Please read the Owner’s Manual carefully before using the 
Product. In the unlikely event you do experience difficulty, 
please call one of the Mattel Electronics Service/information 
numbers shown below. 


Units returned without proof of the date of purchase or units 
returned after the 90 day warranty perlod has expired, will 
be repaired or replaced (at our op*ion) for a service 


charge, Call one of the following telephone numbers to ob- 


tain the location of the nearest service center and the 
amount of the repair charge. 


In the EASTERN UNITED STATES (800) 257-5485; 

NEW JERSEY RESIDENTS MUST CALL (609) 655-3533 
direct or collect; 

in the WESTERN UNITED STATES (800) 424-2826; 

ALASKA, CALIFORNIA, or HAWAII RESIDENTS MUST CALL 

(243) 978-6850 direct or collect. 


ATTENTION MILITARY PERSONNEL, if your Intellivision® 
COMPUTER KEYBOARD requires service while on duty in a 
forelgn country, you should contact the military exchange 
serving your area, 


IF YOU NEED SERVICE, CALL ONE OF THE SERVICE/INFORMA- 
TION NUMBERS ABOVE. 


This warranty does not apply if the product has been 
atered or repaired by anyone other than a Mattel Elec- 
tronics authorized service center or if the product has been 
subjected to purchaser abuse, accident, negligence, or 
damage subsequent to purchase. This warranty gives you 
specific rignts and you may also have other rights which 
vary from state to srate, 


You may write us, but DO NOT SEND PRODUCT FOR REPAIR, 
at the following address; 


Mattel Electronics, 5000 West 147th Street, 
Haw*horne, California 90250 


eee ee eee eee 


IMPORTANT 


WARNING: This equipment has been certified io comply with the limits for 
a Class B computing device, pursuant to Subpart J of Part 15 of FCC 
Rules, Orly peripherals (computer inout/output devices, terminals, print- 
ers, etc.) certified to comply with the Class B limits may be cttached to 
this computer. Operation witn non-certified peripherals is likely to result in 
interference to radio and TV reception. 


This equipment generates and uses radio freauency energy and if not n- 


stalled and used propery, that is, in strict accordance with the manu- 
facturer’s Instructions, may cause interference to radio and television 
reception, it has been tyoe tested and found to comply with the limits for 
a Class B computing device in accerdance with the specifications In 
Subpart J of Part 15 of FCC Rules, which are designed to provide 
reasonable protection against such interference in a residential installo- 
tion. However, there is no guarantee that interference will not occur in a 
particular installation. If this equipment doss cause Interference to radio 
oF television reception, which can be determined by turning the equio- 
ment off and on, the user Is encouraged to “ty to correct the interference 
bby one or more of the folowing measures: 


Reorient the receiving antenna. 
Relocate the computer with respect to the receiver, 
Move the computer away from the receiver. 


Plug the computer into a different outlet so that comouter and 
recelver are on different branch circuits 
If necessary, the user should consult the dealer or an exoerianced radio/ 
television technician for additional suggestions, The user may find the 
following booklet prepared by the Federal Communications Commission 
helpful; 
“How to Identify and Resolve Radio-TV Interference Problens”’. 
This booklet is available from the U.S. Government Printing Office, 
Washington, DC 20402, Stock No. 004-000-00345-4, 


Before you meet your new computer, please note this 
necessary disclaimer 


Mattel Electronics does not assume any liability or responsi- 
bility for loss or camage, direct or indirect, caused by any 
software programs (whether sold by Mattel Electronics or 
otherwise) or the use made of any such programs by the 
consumer. 


NOTICE — PROJECTION TV OWNERS 
Some stationary game patterns produced by this product 
may be permanently imprinted on Projection TV tubes by 


extended use at high brightness levels. Consult Projection 
TV Owner's manual before use of this product, 


Model No. 


Serial No. 


or, ws 


nanrap 


cn 


MATTEL ELECTRONICS 


er ee el ee 


®@ Cartridge requirements for use of your Comouter Module. 


ATTENTION ! 


The following pages contain important information for vou, regarding: 
® Errors in your Computer Module Owner's Manual. 


® Cassette recorder recommendations. 


Errata 


The following errors escaped our proofreaders and are hiding out in the pages of your Owner’s Manual. The notes below 
will help you ferret out these pesky critters end ‘‘debug’” your manual. 


To guide you to their location, each error is referenced by page number and column. 


Page 
1 


20 


21 


4 


Column 
Left-Top 


Left- Bottom 


Left-Center 


Left-Bottom 


Error 


Step 4 instructs you to stop the 
program by pressing the ESC 
key. To stop the SOUND, type 
CALL HUSH and press RTN 


The arrow pointing to the 
Space Bar refers to copy which 
states that a blank space 
typed with the space bar uses 
memory. This is not true 


Again, the book states that a 
blank space typed with the 
space bar uses memory. Not so 


The second program line reads 
SP(O) = 20. It should read 
$Q(0) = 20. 


Page 
49 


54 


56 


Column 
Right-Center 


Left-Bottom 


Left-Bottom & 
Right-Top 


Left- Center 


Error 


The book states that the 
maximum number of elements 
in an array is 250, numbered 
from 1 to 250. The correct 
maximum number is 251, 
numbered from 0 to 250. 


The last line reads: 10 INPUT 
“ENTER NUMBER”, A. It 
should read: 10 INPU 
“ENTER NUMBER”, A. 


The command CSAV is miss- 
pelled CSAVE twice on this 
page. 

The first program line reads: 


YP(O) = 10. It should read: 
XP(O) = 10. 


Page 


71 


72 


73 


Column 


Right-Bottom 


Right- Top 


Right- Bottom 


Left-Top 


Error 


After typing in the sample pro- 
gram given, type CALL GRAB 
and press RTN to display @ 
moving object. Then RUN the 
sample program, using the Disc 
on a Hand Controller to move 
the object. 


Change the example program 

to read: : 

10 0 = O (Letter 0 = zero) 

20 CALL GRAB (Displays 
object zero} 

30 0 = 1 (Letter O = one) 

40 CALL GRAB (Displays 
object 1) 

50 CALL LINK (Links objects 
Zero and 1) 


60 XV(1) = 10 
70YV(1)=5 
80 XV(0) = 10 


We forgot to mention the 
procedure for UNlinking two 
objects. Set 0 = -1. Then type 
CALL LINK again. 


Line 10 in the example pr 


o- 
gram should read: 10 C = 2 


Page 


73 


75 


77 


84 


Column 


Right-Top 


Right- Top 


Left-Center 


Left-Top 


Error 


Add a line to the beginning of 
the sample program. This line 
should read: 5 V = 12 (This 
sets the volume of the tone to 
be generated.) 


The example: AS = ‘Hello’ 
should read: SET A$ = 
“HELLO”. 


Again, the maximum number 
of elements in an array is 251, 
numbered from 0 to 250, 


In the second paragraph, we 
state that “most of the com- 
puter’s internal operating in- 
structions are stored in ROM, 
as well as the built-in BASIC 
and the “‘interpreter’’ that 
translates BASIC into the 
assembly language that the 
computer understands.’” 


A more accurate statement 
would be that the computer's 
internal operating instructions, 
including the build-in BASIC. 
interpreter, are stored in ROM. 


Page Column Error 
85 __Left- Center Atterrpts to divide by zero 
are not really refused, but 
rather NOTED with a short 
whistle. 


Left-Bottom The last paragraph is in- 
correct. Ignore it. 


Right-Center The example reads: SET A$ = 
“Hello’’. It should read: SET 
A$ = “HELLO”. 


87 Right-Center — The dafinition of ASSEMBLY 
LANGUAGE is not accurate 
nor relevant to this system. 
Consider instead the following 
definition of MACHINE 
LANGUAGE: A binary lan- 
guage (1's and 0's) which is 
the only language a digital 
computer recognizes. 


Special Notes 


USE A CARTRIDGE WITH THE COMPUTER 
MODULE. In order to use the Computer Module, a 
cartridge must be plugged into the Adaptor’s cartridge 
port. If you only wish to use the built-in BASIC for 
programming, plug in any standard cartridge. A stan- 
dard cartridge has a title screan that looks like this: 


Mattel Electronics 
presents 
TITLE 

Copr 19xx Mattel 


If a cartridge isn’t plugged in, nothing will appear on the 
TV screen. 


CASSETTE RECORDER SPECIFICATIONS. There are 

many acceptable recorders in the marketplace today. 

Your Computer Adaptor requires the following elec- 

trical specifications from a data or video-recorder: 

1) Minimum frequency response of 500 Hz to 5000 Hz 
+/- 3db. 

2) Mnimum acceptable output level of 3 volts peak 
to peak at 2400 Hz and 4800 Hz into a 100 OHM 
load. 

3) 1-7/8 inch per second speed, +/- 3%, 


Recommended Recorders: 
Aquarius Data Recorder 

Toshiba KT -P22 

Toshiba KT 1500 

Realistic CTR-57 

Realistic CTR-60 

Realistic Minisette 9-Model 14-812 
Sears 799-217-21801 

Radio Shack TRS 80-26-1208 
Radio Shack TRS 80 CTR 56 (Note: This recorder has 
no counter.) 

GE 3-5009 


No. 4187-0170 PRINTED IN HONG KONG